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ISSUE 385 | MARCH 2010 











POWER OF DRAGONS 

By Greg Tito 

Learn how some dragonborn, as well as members of other races, have found 
immense power by tying themselves to different metallic dragons. 

POWER OF THE MIND: THE KALASHTAR 


By Keith Baker 

The Kalashtar are one of the least understood races in Eberron. Discover 
more about this unique race, as well as their ties to the psionic power source. 


46 


17 


THE MINOTAURS OF MISTWATCH 


By Steve Townshend 

If you’re looking for a place for your minotaur character to call home, 
consider Mistwatch, a community of minotaurs that has removed itself to 
a corner of the world guarded by immense pillars of stone and concealing 


50 


23 

27 

31 


SPELLSCARRED 

By Daniel Jones 

The spellscars of the Forgotten Realms continue to manifest in unique ways. 

MAGIC ITEM RITUALS 

By Peter Schaefer 

Each of these unique rituals enhances several of your favorite magic items. 

CLASS ACTS: ASSASSIN 

By Robert J. Schwalb 

Discover the hybrid options for the assassin, as well as several new 
feats for assassins of several stripes. 


53 

58 





CLASS ACTS: SHAMAN 

By Russelljones and Jeramy Pappas 

New paragon paths for shaman characters focus their spiritual affinities. 

CLASS ACTS: FIGHTER 

By Daniel Jones 

These new powers enhance a fighter’s ability to fight with a shield. 

CLASS ACTS: SORCERER 

By JeffMorgenroth 

The luckbender wagers on the outcome of every event, large or small-and 
twists many of them to his own will. 

CLASS ACTS: SWORDMAGE 

By Matt Janies 

Learn about Spellbinders, a group of swordmages who seek to find the 
perfect balance of sword and spell. 

CLASS ACTS: WIZARD 

By Daniel Marthaler 

These new summoning powers give wizards powerful new allies-who will 
turn on them at the first opportunity. 

WINNING RACES: DEVA 

By Rodney Thompson 

These two new racial epic destinies allow a deva to realize his or her full 
potential. 








62 


67 


WINNING RACES: ELVES 

By Craig Bishell 

The Valenar elves have a combat style all their own. Discover their secrets for 
yourself! 

WINNING RACES: HALF-ELVES 

By James Auwaerter 

These new character options give half-elves, the ultimate dabblers, new ways 
to define “dilettante.” 


70 

74 

78 


WINNING RACES: WARFORGED 

By Logan Bonner 

Some warforged have taken the idea of self-improvement to a new level via 
these new body modifications. 

CHANNEL DIVINITY: MORADIN 

By Michael Haneline 

Three sects of Moradin worshipers, each devoted to a different sacred calling 
and dedicated to expanding the influence of the Soul Forger. 

CHANNEL DIVINITY: IOUN 

By Andrew Schneider 

A group known as the Preservers seek to collect and guard knowledge in any 
form, all in Ioun’s name. 



ON THE COVER 

Illustration by Zoltan Boros & 
Gabor Szikszai 


EDITORIAL 


82 CONFESSIONS OF A FULL TIME WIZARD 

By Shelley Mazzanoble 

D&D’s “Player-in-Chief” shares more of her 
wisdom and insight. 

87 D&D PLAY REPORT 

By Chris Tulach 

Join Chris Tulach as he talks about what’s going 
on with official D&D play, the community, and 
upcoming events! 

90 AMPERSAND 

By Bill Slavicsek 

Bill discusses more of the changes in store for 
D&D in 2009. 







EDITORIAL 


- 1 385 Y- 

DRAGON ^ ' March 2010 


Editor-in-Chief 
Senior Art Director 
Web Specialist 
Web Production 
Contributing Authors 


Developers 

Cover Artist 
Contributing Artists 


Publishing Production Specialists 

Web Development 
D&D Creative Manager 

Executive Producer, 
D&D Insider 

Director of RPC R&D 


Chris Youngs 
Jon Schindehette 
Steve Winter 
Bart Carroll 

James Auwaerter, Keith Baker, 
Craig Bishell, Logan Bonner, 
Michael Haneline, Matt James, 
Daniel Jones, Russell Jones, Daniel 
Marthaler, Shelly Mazzanoblejeff 
Morgenrothjeramy Pappas, Peter 
Schaefer, Andrew Schneider, 
Robert J. Schwalb, Bill Slavicsek, 
Rodney Thompson, Greg Tito, 
Steve Townshend, Chris Tulach, 
Peter Schaefer, Stephen 
Schubert, Rodney Thompson 

Miranda Horner 

Zoltan Boros & Gabor Szikszai 

Alexey Aparin, Zoltan Boros, 
Vincent Dutrait, Mike Faille, Tyler 
Jacobson, William O’Connor, John 
Stanko, Sarah Stone, Gabor 
Szikszai, Peter Tikos, Tyler 
Walpole, Eva Widermann 

Angelika Lokotz, Erin Dorries, 
Christopher Tardiff 

Mark A. Jindra 
Christopher Perkins 

Chris Champagne 
Bill Slavicsek 


Special Thanks 

Richard Baker, Greg Bilsland, Michele Carter, Jennifer Clarke Wilkes, Andy 
Collins, Bruce R. Cordell, Jeremy Crawford, Peter Lee, Mike Mearls, Kim Mo¬ 
han, Cal Moore, Peter Schaefer, Stephen Schubert, Matthew Sernett, Rodney 
Thompson, James Wyatt 


Where Do They Come 
From 


Each month, Dragons digital pages are filled with twelve to 
fifteen articles. They range in length from two pages to ten. 
They cover as wide a range of topics as we can cram into the 
space allotted. (While we don’t worry about page count in 
digital space, we do worry about our budget and word count.) 

Where do articles come from? How do we decide what 
makes an issue? Trevor Kidd, our community manager, has 
been poking me for months to write an editorial about these 
topics. “Chris, the people want to know our process!” he’ll say. 
To which I reply, “Why? It’s kind of boring.” 

But he’s insistent and he has posts on the forums to support 
him, so I’m caving. If you’re bored, blame Trevor. 

It begins with the submissions inbox, submissions@wiz- 
ards.com. If you have a great idea, if you spot some D&D topic 
that needs elaboration, or if you just want a new toy for your 
favorite character, this is where to start. Here are a few more 

♦ When you send us an email with your pitch, be interesting! 
We all think our ideas are fascinating—I’m no exception. 
Goa step further, and ask yourself whether your idea will 
be interesting to gamerdom at large. If you’re playing a 
dhampyr shadar-kai hybrid rogue/cleric who specializes 
in using the khopesh, that’s awesome. If you pitch us new 
khopesh feats for dhampyr shadar-kai hybrid rogue/clerics, 
you’ll have a hard time making the case. That article might 
be super great for your character, but you might be the only 
one playing that combo. (Scratch that-that sounds cool 
enough to be my next character. The point still stands.) It’s 
also always a good idea to hone your ideas with friends or 
the regulars at the local game store. 

♦ Once you have a solid idea, work up that email. Put the mag¬ 
azine you’re targeting in the subject line (Dragon runs player 
content, Dungeon runs DM content). Include the name of the 
article series that your pitch is intended for, if any. For exam¬ 
ple, if you’re writing a Class Acts: Fighter article for Dragon, 
the subject line should convey that information. It’s okay to 
send multiple proposals in a single email; note the number 
of pitches in the subject line as well. A strong subject line 
helps us pluck your email from the swarm. 


♦ Describe your article as concisely and clearly as possible. A 
pitch is not a full article or even an outline. A few hundred 
words (300 or fewer) should suffice. If it doesn’t, you’re 
explaining too much or your idea is too complicated. 

♦ Have a friend proofread your email before hitting send. 
You’re sending a resume to a potential employer who’s hiring 
writers; typos and unclear language hurt your chances. 

Once your pitch hits our inbox, we’ll read it and decide 
yes, no ... or maybe. If we’re not interested, you won’t hear 
from us. Like most large publishers, we get too many propos¬ 
als to send even form rejections. If we’re interested, you’ll 
get an email asking for an outline, along with requests for 
changes, within sixty days. In the case of a maybe, you might 
not hear from us for longer than our normal sixty-day wait¬ 
ing period, but then you’ll get an email out of the blue. This 
is because we flagged your pitch as interesting but not some¬ 
thing we can use in the next several months (usually because 
it’s related to an unreleased or even unannounced product). 

Once we contact you, we’ll go back and forth over several 
drafts of the outline, hammering out the minutiae. There will 
be some paperwork at this stage, including a confidentiality 
agreement and a contract. The contract will include a dead¬ 
line, and we expect you to hit it. As with the outline, expect 
to he asked for several revisions on your article. Once it gets 
the green light, you’ll get paid and the article will see the light 
of day, to be thoughtfully and considerately critiqued by your 
fellow members of the online community. Ahem. 

All in all, it’s a simple process. I hope you’re all inspired to 
send us some fresh pitches. Our content is for you, by you—fan 
contributions are what make these magazines so fantastic. Stay 
tuned to the D&D Insider and Dungeons & Dragons com¬ 
munity pages, because we’re going to post requests for specific 
topics there. But if you have a great idea that’s all yours, don’t be 
shy about suggesting it. We can’t print what we don’t receive. 

Above all, if we don’t reply to your submission, don’t get 
discouraged. Keep sending, keep writing, and keep playing! 

ck 






Power of 
Dragons 

By Greg Tito 

Illustration by William O'Connor 


T hey say all dragonborn carry the innate 
power of their larger cousins. Some have 
learned to access the power that resides 
in their draconic blood more completely than 
others. They devote themselves to a cause or join 
organizations that teach the secrets of unlocking a 
draconic ancestry. These groups sometimes align 
themselves with any variety of dragons, but metallic 
dragons in particular are more interested in the 
affairs of their more humanoid brethren. Copper 
or silver, mercury or adamantine, all empowered 
like-minded dragonborn. Rumors hint that the 
mithral dragons of the Astral Sea grant dragonborn 
and other mortal races alike the ability to commune 
with them to do their will. The following Jive 
paragon paths let your character tap into the power 
of dragons. 


TM & © 2010 Wizards of the Coast LLC. All rights reserved. 



March 2010 | DRAGON 385 




Power of Dragons 


ARGENTUM ALLIANCE 

“By the honor of Sephitherax, you oppress these people 
no more!” 

Prerequisite: Dragonborn 

High atop the mountains in Hoar Frost Castle, 
the mighty Sephitherax trains an elite corps of 
dragonborn so that they can defend the innocent. 
Honorable and decent people respect the Argentum 
Alliance, and the unscrupulous and corrupt fear it. 
All flights of chromatic dragons dread the justice of 
the Alliance, but the white dragons especially seek 
the destruction of Hoar Frost Castle. Backed by the 
power of the ancient silver dragon Sephitherax, the 
Alliance can help people overthrow evil despots or 
theocrats. They are the first to respond to volcanic 
eruptions or floods to maintain order and defend 
people from those who might prey upon weakness. 

An Argentum Agent is a savior and a welcome sight to 
the impoverished. 

Many a fierce dragonborn, inspired by the tales 
of the bravery of the Alliance, makes his or her way 
to the summit of the tallest mountain to Hoar Frost 
Castle, where each expects to be judged by Sephith¬ 
erax. In the bailey yard of the castle, with thick ice 
encrusting the flags and silverwork, each dragonborn 
kneels before the hundred steps before the citadel. 

The ancient silver questions each supplicant. 
When Sephitherax raises his left claw, the candidate 
is banished from Hoar Frost Castle immediately. 
When the wise old dragon raises his right claw, the 
supplicant might one day become an Argentum 


Agent, but that day is not today. He or she is given 
a hot meal and sent down the mountain with the 
expectation that he or she will perform worthy tasks 
before returning to the Castle one year hence to be 
judged again. If the candidate is worthy, Sephitherax 
pronounces him or her an Argentum Agent by raising 
both claws and embracing the dragonborn. Rarely 
is a dragonborn raised the first time he or she is pre¬ 
sented to Sephitherax; many are judged two or three 
times before Sephitherax declares the supplicant an 
Argentum Agent. 

Brothers train at Hoar Frost Castle, and they learn 
to harness the frigid winds from Sephitherax. The 
color of the scales of an Argentum Agent fade over 
time and are replaced with a metallic gleam. None 
are sure if this transformation is due to the icy con¬ 
ditions or the proximity and blessing of the Heart 
of Sephitherax, an amulet artifact bestowed to the 
ancient silver by Bahamut. 

Argentum Agent 
Path Features 

Argent Action (11th level): When you spend 
an action point to make an attack, you mark each 
enemy within 5 squares of you until the end of your 
next turn. 

Argent Breath (11th level): Your dragon breath 
racial power deals cold damage in addition to any 
damage type it dealt previously. Also, when you hit a 
creature with dragon breath, the target takes ld6 extra 
damage (2d6 extra at 21st level) and is slowed until 
the end of your next turn. 

Argent Protection (16th level): You gain resist 
cold equal to 10 + half your level. 


Argentum Agent Powers 


Argent Judgment Argentum Agent Attack 11 


With a vicious attack, the frost on your scales and weapon 
freezes your opponent in places and locks its wrath upon you. 


Encounter ♦ Cold, Martial, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Strength vs. AC 

Hit: 2[W] + Strength modifier cold damage, and the target is 
restrained until the end of your next turn. 


Defend the Fallen Argentum Agent Utility 12 


The cries of your ally callyour attention andyou rush to de¬ 
fend him or her. 

Encounter ♦ Martial 
Immediate Reaction Personal 

Trigger: An ally within 10 squares of you falls prone or 
becomes unconscious 

Effect: You move twice your speed to a square adjacent to the 
fallen ally. Both you and the ally gain a +2 power bonus to 
all defenses until the end of your next turn. 


Breath of Sephitherax 

Argentum Agent Attack 20 


You inhale deeply and blow out a frigid breath that turns the 
very bones of your enemies to ice. 

Daily ♦ Cold 

Standard Action Close blast 5 

Target: Each enemy in blast 

Attack: Strength, Constitution, or Dexterity + 9 vs. Reflex 
Hit: 4d6 + Strength, Constitution, or Dexterity modifier cold 
damage, and the target is restrained (save ends). 
Aftereffect: The target is slowed (save ends). 

Miss: Half damage, and the target is restrained until the end of 


March 2010 \ DRAGON 38S 










Power of Dragons 


Mercurial Assassin 

“I can be in many places at once, or right behindyou, pre¬ 
tending to be your bestfriend.” 

Prerequisite: Dragonborn, trained in Bluff or Stealth 

The House ofMethys has always had a strong con¬ 
nection to quicksilver. As the story goes, the family 
fortune was forged from a source of mercury dis¬ 
covered in one of their iron mines, with the wizards 
and alchemists of the realm paying handsomely for 
the rare liquid metal. At some point, though, rumors 
spread that by digging for more mercury, the House 
ofMethys awoke something powerful in the deeps. 
Then, the rumors abruptly stopped, possibly because 
anyone heard prying into the details about the noble 
house died soon after. 

What most folk don’t know is that a clan of twelve 
mercury dragons served as the source of the Methys 
fortune. The merchant house drained them of some 
of their blood, which can be transformed through 
ritual magic to pure mercury, and then sold the metal 
to the highest bidder. At first, these mercury dragons 
were amused that humans would pay so handsomely 
for their blood, and their hoards grew at the cost 
of a minute or two of pain. But when they learned 
that Methys agents had stolen a clutch of a mercury 
dragon’s eggs to harvest for the precious liquid metal, 
they realized the scope of the Methys family’s hunger 
for power. These twelve mercury dragons, maddened 
with grief, turned on their business partners and 
slaughtered the leaders, then used their polymorph 
ability to assume their identities. Now the Methys 
dragons have made it their mission to reacquire all 
of the mercury that came from the dragon eggs by 
tracking down the sales of the blood using the spotty 


records the Methys agents kept, plus ensure that 
knowledge of the ritual used to transform their blood 
is erased from the world. They have vowed to never 
again allow another agency to profit from their own 
blood. 

To help them in this endeavor, they turned to 
group of dragonborn agents, gathered one by one. 
Soon after the original members of House Methys 
were dispatched, the twelve dragons discovered that 
by infusing their blood into that of a dragonborn, 
through a painful ritual colloquially called the Infu¬ 
sion, the dragonborn gained some abilities that 
benefited them in their pursuit of their masters’ goal. 
The mercurial assassins, as these dragonborn are 
known, are then sent out to hunt down every drop of 
mercury created from the foul ritual and bring it back 
to House Methys. They are also charged with tracking 
down any copies of the ritual that might exist. Assas¬ 
sinating those individuals who have some portion 
of the mercury isn’t a primary objective, but it isn’t 
exactly frowned upon either. The mercurial assassin 
is rewarded no matter the circumstances. 

Mercurial Assassin Path Features 

Mercurial Agility (11th level): When you spend 
an action point to take an extra action, you can also 
take a move action. 

Quicksilver Movement (11th level): You gain a 
+1 bonus to speed and a +3 bonus to Stealth checks. 

Fluid Shape (16th level): When an enemy makes 
an opportunity attack against you, the enemy must 
roll twice and use the lower result. 


Fluid Counterattack Mercurial Assassin Attack 11 


You become liquid metal and move to the other side of 
your attacker, striking it before it has time to discover your 
whereabouts. 


Encounter ♦ Polymorph, Weapon 
Immediate Interrupt Melee weapon 

Trigger: An enemy makes a melee attack against you 
Effect: You shift 3 squares to a square adjacent to the trigger¬ 
ing enemy. 

Attack: Dexterity vs. AC 

Hit: 2[W] + Dexterity modifier damage. 


Mercurial Disguise Mercurial Assassin Utility 12 


Your form ripples as if it were water disturbed by a stone, and 
your appearance changes. 

At-Will ♦ Illusion, Polymorph 
Minor Action Personal 

Effect: You can assume the form of any Medium humanoid, 
and you disguise your clothing and equipment to reflect 
this change. You retain your statistics in your new form. The 
new form lasts until you change form again. 

Any creature that attempts to see through your ruse 
makes an Insight check opposed by your Bluff check, and 
you gain a +5 bonus to your check. 


Streaking Mercury Mercurial Assassin Attack 20 


Your weapon drips with quicksilver, and you attack the foe in 
front of you, moving swiftly to the next target, throwing the 
poisonous metal into its eyes. 

Daily ♦ Poison, Weapon 

Standard Action Melee weapon 

Primary Target: One creature 

Primary Attack: Dexterity vs. AC 

Hit: 3[W] + Dexterity modifier poison damage, and ongoing 5 
poison damage. 

Miss: Half damage. 

Effect: You can shift your speed and make a secondary attack. 
Secondary Target: One creature other than the primary 
target 

Secondary Attack: Dexterity vs. AC 

Secondary Hit: 3[W] + Dexterity modifier damage, and the 
target cannot see you (save ends). 

Miss: Half damage. 


March 2010 j DRAGON 38S 









Power of Dragons 


Adamant Instructor 

“It is my destiny to unite the Great Teacher’s peoples once 

Prerequisite: Dragonborn, any divine class 

The Great Teacher was revered by all the peoples 
of his underground realm. The ancient adamantine 
dragon’s influence didn’t spread into the land of sun 
and wind, but in the rock, ore, and fungus of the 
Underdark, his benevolence erected an island of good 
under the earth. Long ago, the Great Teacher rescued 
a group of dragonborn that that were beset by deni¬ 
zens of the Underdark, and instead of returning to 
the surface, these dragonborn devoted themselves to 
the Adamantine. They became his Adamant Instruc¬ 
tors and together they forged a noble nation around 
the Great Teacher’s hoard in the cavern complex they 
called Adamanth. The dragonborn prospered under 
the Teacher’s guidance, and Adamanth became a 
haven for all that was good and strong. Even some 
drow and duergar were drawn by the Great Teacher’s 
benevolence to renounce their darker ways and live 
in peace under the rule of the Adamant Instructors. 

Then one day the Great Teacher departed Ada¬ 
manth to deal with a nasty group of purple dragons 
that were slaughtering his people on the borders 
of his influence. He never returned. For decades, 


the Adamant Instructors have followed the Great 
Teacher’s instructions, which were carved on a disk 
of solid adamantine in flowing draconic script by the 
ancient dragon before he departed. But the Adamant 
Instructors are hard-pressed to keep hope alive in 
Adamanth. Purple worms continue to assail them, 
the drow are assembling an army, and rumors say 
that mind flayers are stirring in the deep caves to 
the west. In the absence of the Great Teacher, it is up 
to the Adamant Instructors to lead the adamantine 
dragon’s people through these dark times. 


Adamant Instructor Path Features 

Instructed Action (11th level): When you spend 
an action point to take an extra action, you and each 
ally within 5 squares of you gain a +2 power bonus 
to the next attack roll made before the end of your 
next turn. 

Thunderous Teachings (11th level): Your dragon 
breath racial power deals thunder damage in addition 
to any damage type it might have dealt previously. In 
addition, when you hit a creature with dragon breath, 
the target takes ld6 extra damage (2d6 extra at 21st 
level) and you can push the target 1 square. 

Insightful Negotiator (16th level): You gain a +3 
bonus to Insight checks. In addition, you can make an 
Insight check in place of any Diplomacy check. 


Adamantine Blast Adamant Instructor Attack 11 


You rear back your scaled head and let loose a mighty roar, 
distracting all those in your path. 


Encounter ♦ Divine, Thunder 
Standard Action Close blast 5 

Target: Each creature in blast 
Attack: Charisma or Wisdom + 6 vs. Reflex 
Level 21: Charisma or Wisdom + 9 vs. Reflex 
Hit: 2d8 + Wisdom modifier thunder damage, and the target 
grants combat advantage until the end of your next turn. 


An inspired speech escapes your scaled lips, inspiring your al¬ 
lies with words reminiscent of the Great Teacher’s instructions. 

Daily ♦ Divine 

Minor Action Close burst S 

Target: You and each ally in burst 

Effect: The target gains a +2 power bonus to all defenses until 
the end of the encounter. 


Demand Fealty Adamant Instructor Attack 20 


You beckon toward the enemy and impress the will of the 
Great Teacher upon him. 

Daily ♦ Charm, Divine, Implement, Psychic, Thunder 
Standard Action Ranged 10 

Target: One creature 
Attack: Wisdom or Charisma vs. Will 
Hit: 1 dl 0 + Wisdom or Charisma modifier psychic damage, 
and the target is dominated and takes ongoing 5 thunder 
damage (save ends both). 

Miss: 1 dl 0 + Wisdom or Charisma modifier psychic damage, 
and target is dazed and takes ongoing 5 thunder damage 
(save ends both). 


March 2010 \ DRAGON 38S 












Power of Dragons 


Glee-born 

“Never underestimate the value of a well-timed jest.” 

Prerequisite: Dragonborn, any arcane class 

Dragonborn can be a harsh and taciturn race. When 
a dragonborn becomes known for excessive jesting 
or practical jokes, he or she is shunned and called 
glee-born or “touched by copper.” Rather than accept 
scorn, glee-born embrace their fun-loving nature and 
welcome the title with pride, even if they are forced 
into exile away from dragonborn lands. Luckily, many 
human kings welcome glee-born into their courts as 
jesters or courtesans. 

Glee-born are quick to laugh, but they can be 
dangerous in battle. A sly word or cutting insult can 
easily distract a foe, and glee-born are known to have 
arcane talents that they use liberally in combat. 

Only true copper dragons could match the sly wit 
of a glee-born, and many scholars posit that the glee- 
born must have coppers in their lineage. Indeed, the 
scales of older glee-born have been known to develop 
an orange hue and even a green verdigris tinge late in 
life. If they live long enough, that is. 


Glee-Born Path Features 

Insulting Action (11th level): When you miss a 
target that grants combat advantage to you, you can 
spend an action point to reroll that attack roll with a 
+2 bonus. You must use the result of the second roll. 

Glib Tongue (11th level): You gain a +3 bonus to 
Bluff checks and Diplomacy checks. 

Captive Audience (16th level): When you hit a 
creature with an arcane attack, each enemy adjacent 
to the target grants combat advantage to you until the 
end of your next turn. 


Flip and Blast Glee-Born Attack 11 


Arcane force washes outward from you . . . but you aren’t 
there anymore. 

Encounter ♦ Arcane, Force, Implement 
Standard Action Close burst 2 

Target: Each creature in burst 

Effect: Before or after the attack, you can shift half your speed. 
Attack: Intelligence or Charisma vs. Reflex 
Hit: 2d8 + Intelligence or Charisma modifier force damage, 
and the target takes a -2 penalty to its next attack roll be¬ 
fore the end of your next turn. 



You fake left and dance right, taking away your attacker’s 
advantage. 

Encounter ♦ Arcane 
Minor Action Personal 

Effect: Until the end of your next turn, you do not grant combat 
advantage for any reason. 


Set a Riddle Glee-Born Attack 20 


You confuse your opponent with quick words and a charming 


Daily ♦ Arcane, Charm, Implement, Psychic 
Standard Action Ranged 20 

Target: One creature 
Attack: Intelligence or Charisma vs. Will 
Hit: 2d10 + Intelligence or Charisma modifier psychic damage, 
and the target is stunned (save ends). 

Miss: Half damage, and the target is dazed (save ends). 


March 2010 | DRAGON 38S 











Power of Dragons 


Mithral Arm 

“My patron bathes in the Astral Sea, I am here to keep his interests 
in the Material.” 

Prerequisite: Dragonborn 

Some mithral dragons are content to spend their 
lives in the Astral Sea, having no connection to the 
world or the business of mortal creatures. That is not 
true of the Mithral Pentad, a band of five mithral 
dragons who believe it is Io’s will to rid the world of 
the tyranny wrought by their chromatic brethren. 

The Pentad seeks to eradicate any nation controlled 
by evil dragons, but they also strive to wipe out indi¬ 
vidual chromatics and their hoards to prevent any 
future injustice. Rarely, a metallic dragon might have 
vile plans that indicate its evil, but the Pentad seeks 
to convert them to the will of Io before killing them 
outright. If they refused to be turned, however, then 
the life of a copper or a mercury dragon is as forfeit as 
a red or black. 

Although the five ancients of the Pentad are pow¬ 
erful, they cannot be in all places at once, and they 
seldom exhibit their full might on the battlefield. 
They have established an order of mortals to seek out 
and destroy lesser drakes, or band together an army 
to assault heavily fortified fortresses or even nations. 
This organization is called the Mithral Arms, because 
they labor to accomplish the will of the Pentad, and 
each member is infused with the power of their 
patrons. Riches, power, and influence mean nothing 
to a Mithral Arm, unless such means can directly aid 
the destruction of evil chromatic dragons. Woe to all 
who stand in the Mithral Arms’ way, because they 
carry the power of the Pentad with them. 


Mithral Arm Path Features 

Astral Knowledge (11th level): You gain an 
encounter attack power of 7th level or lower from 
your class. You cannot choose a power that you 
already know. At 21st level, you can replace this 
power with an encounter attack power of 13th level 
or lower from your class. 

Astral Luck (11th level): When your first attack 
roll with an attack power is a natural 20, you regain 
hit points equal to your level. 

Prophetic Foresight (11th level): When you 
spend an action point to take an extra action, you 
gain a +2 bonus to attack rolls until the end of your 
next turn. 



Astral Step (16th level): You gain teleport 2 as 
an additional movement mode. 

Commune with the Pentad (16th level): Once 
each day during a short rest, you can commune with 
one of the Mithral Pentad. Make an Arcana, Nature, 
or Religion check. Divide the result of the check 
by 10 (round down). This determines the number 
of questions you can ask the dragon. The dragon 
answers yes or no questions only, and the dragon 
might withhold answers if the question has no bear¬ 
ing on the eradication of evil dragons. A question 
that results in no answer still counts against the total 
number available. 





You see your opponent’s attack before it happens and twist away. 

Encounter ♦ Teleport 


Immediate Interrupt Personal 

Trigger: You are hit by an attack 

Effect: You gain a +4 bonus to all defenses against the trigger¬ 
ing attack. If the attack misses, you can teleport 6 squares. 


Dimension Strike Mithral Arm Attack 20 


You ride the waves of the Astral Sea to your opponent and 
away to safety. 

Daily ♦ Teleport 

Standard Action Personal 

Effect: You teleport 5 squares and use one of your encounter 
attack powers. You can use a power you have already ex¬ 
pended this encounter, and using it does not expend it. The 
attack deals +1d10 damage and deals half damage on a 
miss. After the attack resolves, you can teleport 5 squares. 

About the Author 

Greg Tito is a freelance game journalist, playwright, and 
theater producer, who also happens to play D&D in his spare 
time. This is his first article for Dragon magazine. 


March 2010 \ DRAGON 38S 











Power of 

the AAlNID: The Kalashtar 


By Keith Baker 

Illustration by Tyler Jacobson, Zoltan Boros 
& Gabor Szikszai 


She might have been an angel, fallen from Syrania to land 
on the streets of Sharn. Any sculptor would sell his soul to 
capture her features in stone. But Callestan was no place 
for an angel, and Norger had defaced many a statue in 
his day. 

Norger struck as she passed the mouth of the alley, 
pulling her into the shadows. He pinned her with one 
rough motion, the point of his knife bringing a spot of 
blood to her snow-white skin. “Give me what I want, and 
you just might live,” he whispered. 

Norger knew what to expect. He was ready to choke off a 
scream, to contain her struggles. But she didn’t fight or cry 
out. She just looked into his eyes. 

And he felt a hand on his knee. 

It was a boy, and his face was as familiar to Norger as 
his own reflection. He still saw it in his nightmares. Jayden. 
His first victim. 

“I’ve been waiting,” the boy whispered. “Willyou play 
with me?” He opened his mouth impossibly wide, and 
Norger could see dozens of teeth gleaming in the light of the 
coldfire lanterns. 

The ruffian screamed, and his dagger clattered on the 
cobblestones. The kalashtar woman watched the nightmare 
do its work, and the hint of a smile touched her perfect lips. 


March 2010 \ DRAGON 38S 






Power of the Mind.- The Kalashtar 


Naturally telepathic, the kalashtar are often 
associated with psionic abilities. As a result, it’s easy 
to overlook the potential of the kalashtar race and 
the diverse range of character ideas it supports. The 
kalashtar aren’t simply psychic. They are bound to 
renegade spirits driven from the plane of dreams. 
They are tied to a legacy of dream and nightmare, 
and a struggle to shift the soul of the world itself. 

KALASHTAR ORIGINS: 
FALLEN NIGHTMARES 

The story of the kalashtar begins on another plane of 
existence: Dal Quor, the region of dreams. Dal Quor 
is a mutable realm. When mortal creatures dream, 
their spirits fall into Dal Quor and create bubbles 
on the fringes of the plane—pockets formed by their 
hopes and fears. 

Dal Quor isn’t entirely shaped by the thoughts of 
mortals. The heart of the realm has its own guiding 
spirit-a potent force that is known only through the 
world it creates. This is the dream of the age, and 
the current dream is a nightmare. The kalashtar call 
it il-Lashtavar, or “the great darkness that dreams.” 
This mighty force has spawned a host of children, 
dark spirits known as quori. These fiends feed on the 
emotions of mortals, and dreams are their hunting 
grounds. For thousands of years the quori wandered 
the edges of Dal Quor, shaping mortal dreams to suit 
their purposes. 

Even among immortals, the possibility of 
change and evolution exists. An angel can fall from 
grace . . . and a fiend can rise. A handful of quori 
found their desires at odds with the will of il-Lashta- 
var. They tired of spreading nightmares among the 


mortals. They found evidence that the heart of Dal 
Quor was not always as it was today-that it might 
become a bastion of light and bright dreams. Led 
by a spirit named Taratai, these dreamers sought to 
change their world. They were hunted across Dal 
Quor and were on the verge of annihilation when 
Taratai found a way to escape-by slipping out of Dal 
Quor and into the mortal world to merge with human 
hosts. A band of Adaran monks bonded with the rebel 
quori, and this was the birth of the kalashtar race. 

SHATTERED DREAMS 

A member of another race finds it difficult to under¬ 
stand the bond between a kalashtar and its quori 
spirit. The quori is not an active presence in the mind 
of a kalashtar. The kalashtar cannot carry on a con¬ 
versation with the spirit. But the spirit is a part of the 
kalashtar that touches its mind from the moment of 
conception. When a kalashtar sleeps, he or she does 
not dream; instead, he or she dwells in the memories 
of the quori spirit. The quori spirit gathered these 
experiences over the course of thousands of years in 
the Region of Dreams. Being exposed to these memo¬ 
ries is one reason the kalashtar mature at such a 
remarkable rate; by the time a kalashtar is born, it has 
already inherited instincts and memories of the quori 
spirit. The spirit isn’t an active voice in the child’s 
head, but it is a defining aspect of his or her personal¬ 
ity. One result of this is that two kalashtar children 
tied to the same spirit seem very similar at a young 
age. As they grow older, their human consciousness 
grows, and they each develop a unique identity as a 
being balanced between two worlds. 

The existence of this bond has a number of 
obvious effects on kalashtar culture. Telepathy is 
deeply engrained in their society. A kalashtar child 


KALASHTAR CHILDREN 


Kalashtar can breed and reproduce with humans, 
changelings, half-elves, and half-ores. The race of 
the child is based on gender. If it is the same 
gender as the kalashtar parent, the child is a 
kalashtar of the same spiritual lineage as the 
kalashtar parent. Otherwise, it inherits the race 
of the nonkalashtar parent. This means that all 
kalashtar of a particular spiritual lineage share 
the same gender; all Ashtai kalashtar are female, 
and all Hareth kalashtar are male. 

Kalashtar children mature at a rate that 
members of other races often find disturbing. 
In a kalashtar community, children are taught 
meditative and telepathic exercises before they 
can walk, and they begin the basics of martial 
training as soon as they have the coordination. 
A kalashtar child born into another culture 
might be confused and frustrated by the imbal¬ 
ance between his or her physical and mental 
development. If a player is interested in play¬ 
ing a young kalashtar, he or she could have the 
same statistics but simply be size Small (with the 
appropriate weapon size restrictions for Small 
characters). 


telepathically communicates with its mother while 
still in the womb, and they socialize telepathically long 
before they learn to speak out loud. Most kalashtar 
use telepathy any time they are making a comment 
directed at an individual, and they speak only if what 
they are saying needs to be heard by multiple people 
at once. While kalashtar can use telepathy to convey 
words, they often use it to convey pure emotion; 
kalashtar art and poetry are telepathic constructs 
based around interwoven memories and emotions. 


March 2010 | DRAGON 38S 








Power of the Mind.- The Kalashtar 


Another side effect is that kalashtar have memo¬ 
ries of an unreal world-a world in which the physical 
and magical laws of reality do not apply. As a result, 
young kalashtar might suggest courses of action that 
are simply impossible in real life: planting coins in 
the ground to grow silver trees, or singing a dragon 
to sleep. In Dal Quor, these things are perfectly pos¬ 
sible—and the young kalashtar has to learn what is 
and isn’t real. 

SPIRITUAL LINEAGE 
AND QUOR1 ROOTS 

Sixty-seven quori fled to Eberron, and sixty-seven 
monks offered their bodies and minds as havens for 
these renegade spirits. Every kalashtar is descended 
from one of these monks and bound to one of these 
spirits. This is reflected in the suffix attached to a 
kalashtar name; Lanhareth and Minhareth are both 
part of the spiritual lineage of Hareth. When creat¬ 
ing a kalashtar player characters, a player should also 
take a moment to develop a spiritual lineage-the 
blend of quori and mortal that defines the kalashtar. 

Begin with the quori. Determine its name and its 
nature. You can choose from many different types of 
quori, each tied to certain emotions and aspects of 
the psyche. 

4- The tsucora quori are fearmongers who feed on 
mortal terror. 

4 Hashalaq quori specialize in deception and 
seduction, and they manipulate their prey with 
pleasure and positive emotions. 

4 The duulora are spirits of fury and aggression, 
who inspire feuds and acts of vengeance. 

While these are the most common quori, many 
more can exist. A player character could be tied to 


a spirit of doubt or jealousy. The kalashtar quori 
have turned against their dark nature, but those 
roots remain, and, as a kalashtar character, a player 
should decide how to reflect the darkness in his or 
her character. 

Consider the duulora, spirits of anger. The duu¬ 
lora Vakri has turned against its inner fury, and the 
kalashtar of its line use monastic discipline to control 
anger. The kalashtar of the Karshana line fight for the 
light, but revel in the sheer joy of battle; a character of 
this line might be an ardent or a thaneborn barbar¬ 
ian. The duulora Tarkhad uses fury as a weapon, and 
the kalashtar of his line are often bards who taunt 
foes and drive them into irrational rages. Kalashtar 
with tsucora roots are comfortable with terror, but 
this could translate into a shaman who physically 
manifests fears; an ardent who disorients foes with 
implanted fear; or a paladin who seeks to use his or 
her own knowledge of terror to banish it from those 
around him or her. 

Having considered the nature of the quori spirit, 
look to the mortal side. While they aren’t physically 
identical, kalashtar of the same spiritual lineage are 
often similar in both appearance and mannerisms. 
What stands out? When a character meets another 
kalashtar of his or her lineage, what does they dis¬ 
cover that they have in common? 

Putting all of this together, consider the line of 
Lurashtai. She began her existence as a tsucora quori. 
She wove dreams of gothic horror, often playing on 
fear of death or the undead. In her path to the light, 
she has taken a particular interest in the undead, 
believing these spirits trapped outside the cycle of life 
and dream weaken the shared soul of the age. The 
kalashtar of her line typically have rosy skin, sharp 
features, and silky, dark hair; they tend to dress in 


multiple shades of red. Raised on Lurashtai’s morbid 
dreams, they are comfortable with tragedy and have 
no fear of death; they often find beauty in things 
others consider disturbing or depressing. Most of the 
Lurashtai line feel an urge to follow divine paths, spe¬ 
cializing in the destruction of undead. 


History amd Culture 

Having developed the history of a line and the spirit 
that’s shaped a character from within it, a player 
should think about the circumstances the character 
has faced in his or her waking life. This is not the same 
as a character background. The character could be a 
mental bastion, a deserter, or an inquisitive regardless 
of whether he or she comes from Adar or Sharn. 

A kalashtar raised in an Adaran monastery is 
likely to be well-versed in the history of the race 
and the quori spirit. Odds are good that he or she 
has clashed with Riedran forces and might have 
even fought one of the Inspired. Almost all Adaran 
kalashtar follow the tenets of the Path of Light and 
are concerned with the threat of the Dreaming Dark. 
Growing up, the character will have spent most of his 
or her time with other kalashtar and uses telepathic 
communication frequently and casually. 

A character raised in one of the kalashtar com¬ 
munities in Khorvaire likely knows the name and 
nature of his or her quori spirit and the general his¬ 
tory of his or her people. However, he or she has also 
mingled with members of other races and learned 
about their customs and faiths, and might not follow 
the Path of Light. While the Dreaming Dark remains 
a threat, it is nebulous and subtle, using local pawns 
and dream manipulation instead of Riedran soldiers 
and Inspired assassins. Lightwalkers of Khorvaire 
are often more aggressive than their cousins, but they 


March 2010 \ DRAGON 38S 






Power of the Mind.- The Kalashtar 


pursue darkness in all its forms. A kalashtar of Khor- 
vaire might hunt the Dreaming Dark, but could just 
as easily commit his or life to destroying the Lords of 
Dust, battling the Cults of the Dragon Below, or fight¬ 
ing unjust landlords and gangsters preying on Cyran 
refugees in the aftermath of the Last War. Most fight 
to create a better world, but many ways to bring light 
to dark places exist. 

And then some kalashtar grow up without contact 
with their own kind. Perhaps the character is a lone 
survivor of a community destroyed in the Last War. 
Maybe his or her mother was a kalashtar adventurer 
who died shortly after he or she was born, leaving him 
her in the care of a human father. If this is the case, the 
character’s knowledge of kalashtar culture is entirely 
instinctual, drawn from the dreams of the quori spirit. 
He or she might not know the name of the quori spirit, 
or even understand that he or she is connected to a 
quori. The character might be drawn to fight for the 
cause of good, but has probably never heard of the 
Dreaming Dark. He or she might be uncomfortable 
with telepathic communication, preferring to speak 
aloud. On his or her own, the character might know 
nothing about the Path of Light; he or she could follow 
a different religious path, or no faith at all. 

Regardless of upbringing, the instinctive bond to 
the quori spirit pushes kalashtar characters to battle 
the darkness and champion the cause of light. But 
a kalashtar character can always ignore this voice. 

He or she might have chosen the life of a mercenary 
in the Last War. The character could use powers for 
personal gain as a con artist in Sharn. Kalashtar who 
clash with quori instincts in this way are typically 
manic or mentally unstable; a player who decides to 
play an amoral or evil kalashtar should consider ways 
to represent this internal struggle as he or she plays 
the character. 


CLASS AND 
BACKGROUND: 

PATHS OF LIGHT 

Kalashtar are touched by dreams and nightmares. 
They are warriors of the light battling against the 
darkness of the human soul. They are telepathic by 
nature, but this is based on their connection to Dal 
Quor-a realm that touches mortal minds on a fun¬ 
damental level. Kalashtar are well suited to many 
psionic classes, and their natural telepathy suggests 
this path. But the flavor normally associated with 
a class is just that: flavor. As long as the mechanics 
remain intact, flavor can be changed. The shaman is 
a primal class, but at its core, it is a class based around 
interacting with spirits. In the long run, it makes little 
difference if these spirits are tied to the natural world 
or the world of dreams. 

The following backgrounds examine different 
paths kalashtar can take in the world. Although 
aimed at specific types of characters, most can be 
taken by any kalashtar character. 

Servant of the Light: The renegade quori were 
driven from Dal Quor because of their faith in the 
Path of Light, and their belief that the Darkness 
That Dreams can be replaced by il-Yannah, the 
Great Light. This faith continues to drive you to this 
day. If you are a Duulora avenger, you strike with 
righteous fury borne from your faith, and if you 
are a hashalaq cleric or paladin, you use charisma 
and diplomacy to inspire mortals to turn away 
from darkness. When it comes to battle, psychic 
power and the radiant force of il-Yannah combine 
within you to make you a fearsome foe. How can 
you reflect both aspects of your culture? Are you 
a kalashtar ardent who falls upon training as a 


KALASHTAR, SLEEP, 
AND DREAMS 

Kalashtar are similar to humans in most respects. 
In particular, a kalashtar requires 6 hours of 
sleep to benefit from an extended rest. However, 
kalashtar do not dream as most other creatures 
do. For most mortals, dreams are the result of 
psychic contact with Dal Quor. To protect their 
quori spirits, the kalashtar are psychically iso¬ 
lated from Dal Quor. While sleeping, a kalashtar 
has visions drawn from his or her own experi¬ 
ences and from the memories of his or her quori 
spirit. However, since the sleeping kalashtar 
never touches the Region of Dreams, it cannot 
be targeted by rituals or other effects that affect 
only dreaming characters. 

In the present day, each of the founding spir¬ 
its is spread over hundreds of kalashtar; while 
a founding spirit is aware of all of its children, 
it is a distant patron. However, one or more of 
the founding spirits could be roused to greater 
action. Although the quori has no way to directly 
affect the physical world, it could advise a sleep¬ 
ing kalashtar through dreams. It could also 
relay messages to other kalashtar of the same 
lineage in their dreams, allowing a group of 
kalashtar to coordinate an operation over vast 
distances. Such a spirit could serve as a patron 
for a kalashtar character. Alternatively, when 
a kalashtar nonplayer character joins a cult of 
the Dragon Below, this corruption could spread 
through the founding spirit and into all of the 
kalashtar of the lineage, creating a cult of killers 
spread across the world. If this is the character’s 
line, can he or she find a way to resist the corrup¬ 
tion and heal the spirit bound to his or her soul? 


March 2010 | DRAGON 38S 








Power of the Mind.- The Kalashtar 



paladin to reflect your faith? Or have you recently 
discovered the need to find and destroy those who 
oppose the light? 

Associated Skills: Arcana, Religion 
Associated Languages: Quori 

Quori Nightmare: Although she does not dream, 
the quori nightmare can touch the dreams of others. 
She hears the whispers of your hopes and fears, and 
she can pluck terrors from your unconscious mind 
and turn them into deadly reality. Many quori night¬ 
mares are shamans, but you might have chosen the 
path of the assassin, and you combine your skills as an 
assassin with the power to craft nightmares. As you go 
about your work, you might be a grim figure even as 
you strike fear into the hearts of evildoers. If you chose 
to become a druid, you might draw your wild shape 
from the nightmares of others, becoming a beast never 
seen in reality-or even a shadow of your quori spirit. 
How does this make you feel, though? Do you revel in 
the sense of fear you instill in others, or do you see it 
as another tool in your arsenal of abilities? 

Associated Skills: Intimidate, Insight 
Mythspeaker: Dal Quor is the region of dreams, 
and it holds other spirits beyond the quori. Here stories 
come to die and legends loved by the living can find 
a permanent resting place. These are the vestiges the 
mythspeaker deals with-echoes of great heroes both 
real and fictional, whose tales live on in the world of 
dreams. As a mythspeaker, you are an ambassador 
between reality and the world of stories; you draw your 
strength from legends, and many might want you to 
bring their stories back to the world. Which tales do 
you draw upon most? Which ones do you avoid? Do 
you prefer tales of heroism and stirring battles? Do you 
better relate to those tainted by darkness? 

Associated Skills: Diplomacy, History 
Associated Languages: Quori 


Thoughtsinger: For the kalashtar, emotions are 
an art form. A thoughtsinger weaves dreams for his 
or her audience, projecting her creations directly into 
the mind and heart. Instead of the sound of music, 
you share memories of joy and sorrow. If you are a 
thoughtsinger of hashalaq heritage, you might choose 
to specialize in diplomacy and deception, but if you 
are a tsucora thoughtsinger, you could prey on the 
doubts and fears of your foes. As you weave dreams, 
do you choose to do so with finesse and a fight touch, 
or do you prefer to overwhelm your audience? 
Associated Skills: Diplomacy, Insight 
Associated Languages: Quori 


MYTHSPEAKERS 
AND MYTHS 

The mythspeaker is a possible background for 
a bard, ardent, or shaman, but it is especially 
appropriate for a vestige pact warlock. In devel¬ 
oping your character, work with your Dungeon 
Master to tie your vestiges to Eberron. Instead 
of King Elidyr, you draw on the proud vestige 
of Karrn the Conqueror. Mount Vaelis could be 
Mighty Korrandar, the mountain home of the 
legendary Storm Guardians of Adar. Xandor the 
Mad might be the Gatekeeper druid who created 
the horrid animals, opening his mind to the ways 
of Xoriat to learn how to destroy it. With History, 
Diplomacy, and Bluff at your disposal you can be 
as skilled a storyteller as any bard; the difference 
it that for you, the figures in these stories are as 
real as any mortal. 


March 2010 \ DRAGON 38S 





Power of the Mind.- The Kalashtar 


RACIAL FEATS 


Kalashtar have access to a number of unique feats. 
While many of these feats suggest a particular 
spiritual heritage, this is not a prerequisite to 
taking the feat. 

Heroic Tier Feats 

The following feats are suitable for any character who 
meets the prerequisite. 

Ardent Tsucora Initiation 

Prerequisite: Kalashtar, ardent, ardent outrage 
class feature 

Benefit: When you use ardent outrage, each target 
treats squares adjacent to you as difficult terrain until 
the start of your next turn. 

Battlemind Duulora Initiation 

Prerequisite: Kalashtar, battlemind, speed of 
thought class feature 

Benefit: When you use speed of thought, you mark 
each enemy adjacent to you at the end of the move 
until the end of its next turn. 

Dual Mind Strength 

Prerequisite: Kalashtar 

Benefit: You gain a +2 feat bonus to damage rolls 
with psychic powers. The bonus increases to +3 at 
11th level and +4 at 21st level. 


KALASHTAR 
BEYOND EBERRON 


Psion Hashalaq Initiation 

Prerequisite: Kalashtar, psion, distract class 
feature 

Benefit: When you use distract, you can also slide 
the target 2 squares to a square adjacent to an ally. 

Paragon Tier Feat 

Feats in this section are available to any characters of 
11th level and above who meet the prerequisites. 

Dual Mind Reserves 

Prerequisite: 11th level, kalashtar, any psionic 
class, Psionic Augmentation class feature 

Benefit: When you use your second wind, you 
also regain 1 power point. 


WHAT’S IN A NAME? 

One easy way to add flavor to any character is to 
modify the names of your powers to better suit 
your background. If you’re playing a quori night¬ 
mare shaman, you could change the name of call 
to the ancestral warrior to dream of hope. Your 
thaneborn barbarian might use mindstorm rage 
instead of macetail’s rage. As long as the change 
doesn’t require mechanical alterations, it’s a 
simple way to suggest that your kalashtar char¬ 
acter is drawing on dreams and psionic energy. 


With their ties to Sarlona and the Dreaming Dark, 
the kalashtar have strong connections to the Eberron® 
Campaign Setting. However, you don’t have to have the 
struggle between the Dreaming Dark and the Path 
of Light to have kalashtar in the world. A kalashtar 
is an immortal dream spirit bound to a line of mor¬ 
tals. In Eberron, this is due to an ancient feud in the 
dreamworld. In another setting, this fusion might be 
the result of generations of psionic experiments, or 
even the work of a cabal of shamans—mortals reach¬ 
ing out to the world of dreams, instead of spirits in 
desperate need of refuge. Another possibility is that a 
kalashtar is the only one of its kind in the setting—the 
result of an accidental fusion of human and dream. 
Or perhaps a host of spirits in the region of dreams 
are seeking to invade the material world through pos¬ 
session, and the kalashtar character is the first failed 
attempt at such a possession; he or she must come to 
understand his or her origins and find a way to pro¬ 
tect reality from the forces lurking in nightmares. 

About the Author 

Keith Baker has been an avid fan of the Dungeons & 
Dragons® game since grade school. His life took a dramatic 
turn in 2002 when he submitted the world of Eberron to 
the Wizards of the Coast Fantasy Setting Search. In addition 
to developing the Eberron Campaign Setting and Shadows of 
the Last War™, he has worked for Atlas Games, Goodman 
Games, and Green Ronin. 


March 2010 j DRAGON 38S 









The Minotaurs 
of Mistwatch 

By Steve Townshend 

Illustration by Vincent Dutrait 









The Minotaurs of Mistwatch 


Far away from towns and other bastions of civiliza¬ 
tion, beyond the lonely places where the wild lands 
have overgrown the broken roads of ancient empires, 
the landscape gives way to a rugged mist-shrouded 
country. Steeped in fog, craggy foothills rise like 
turbulent earthen breakers churning against the 
mountains’ broad base. Among the fir and ash, gigan¬ 
tic rock spires tower through the gloom to form a 
labyrinthine forest of stone. 

From the misty chaos of this haunted realm the 
Guardian Clan minotaurs emerged. Divorced from 
their savage kin, they came to build a utopia upon the 
three tiers of the sunlit peak high above the mists. 

HISTORY 


Once the Guardian Clan protected the borderlands 
of minotaur territory. They were the scourge of the 
civilized races, and the heads of humans and elves 
ornamented their longhouses. 

When Nerath fell, the world descended into chaos. 
While civilization was weak, the demon lord Yeeno- 
ghu, ancient enemy of the minotaurs, sent an immense 
horde of gnolls to stake his claim upon the world. 

The Guardian Clan slew tens of thousands, but 
still the gnolls broke their borders and invaded the 
minotaur steppes; the gnolls burned the forests of the 
elves and toppled the cities of humans. 

The Guardians refused to concede defeat to 
Yeenoghu at any price, so their chieftain Asteron 
Stonesplitter formed an alliance with the civilized 
races, and with their combined might they defeated 
the gnolls and drove them back into the wild. 

In the wake of the war, the Guardian Clan 
changed. Despite the minotaurs’ distaste for civilized 
folk, their allies had proven themselves ferocious 
warriors. In exchange for secrets of craft and building 


treasured by their allies, the Guardian minotaurs 
helped them reconstruct their broken realms. 

The peace was short-lived. The other minotaur 
clans attacked the Guardians as traitors to the 
Horned King. Without a common enemy to bind 
them, old fears and hatreds quickly reemerged 
between the Guardians and the civilized folk. 

Besieged and persecuted, the Guardians turned 
both from minotaur ways and from civilized society 
and departed in search of a remote, defensible land to 
call home. 

After many years’journey, they followed the Mis- 
troad River through the Stone Forest valley and up 
the side of Sentinel Peak. There they found a place 
above the mists where the Mistroad cascaded over 
three natural shelves. Equipped with knowledge and 
craft gleaned from multiple cultures, they shaped the 
land to reflect their own new society. 

The Philosophy 
of the Labyrinth 

When the Guardian Clan turned from the Horned 
King, their chieftain Asteron Stonesplitter had a 
dream. He dreamed he wandered the Endless Maze 
of Baphomet in the Abyss. Like a wild beast he fled its 
terrors, becoming ever the more lost. 

When all seemed hopeless, Asteron gathered 
his wits and stopped to contemplate the labyrinth. 
Vigilant and focused, he navigated the maze while 
recording its passages in his mind. Free from emo¬ 
tion, he reflected upon his choices and corrected his 
mistakes. When Asteron discovered the way out of 
the maze, he awoke. 

Asteron spoke his dream before the clan. He 
explained that through contemplation, vigilance, 
and reflection, minotaurs could escape the bond¬ 
age of demon lords and become a free people with 


the power to make their own choices. These three 
became the tenets of the Philosophy of the Laby¬ 
rinth that would form the physical and ideological 
structure of Mistwatch. 


MISTWATCH 


The minotaurs correlate the three tiers of Mistwatch 
to the three tenets of the Philosophy of the Labyrinth- 
contemplation, vigilance, and reflection-and call 
them Highwatch, Skysea Vigil, and Shadowguard. 

Highwatch 

The Philosophy of the Labyrinth teaches that contem¬ 
plation clarifies choices and reveals new paths. In like 
manner the uppermost shelf, Highwatch, observes 
and governs Mistwatch. 

Upon Highwatch stands the Guardian Council, a 
magnificent longhouse built over an arching bridge 
that spans the first Mistroad cascade. Here, the heads 
of each family in Mistwatch gather in council to con¬ 
template and decide upon matters affecting the town. 

On its southern shelf, Highwatch holds the houses 
and training grounds of the warrior caste of the 
Guardian Clan, which also serves as the town’s police 
force. Their sentry tower Tivorus commands a view of 
the town. 

Most of the other buildings on Highwatch belong 
to the community and focus on the tenet of contem¬ 
plation, including a school, a bathhouse fed by the 
Mistroad, and a hall of honors that chronicles the 
Guardian Clan’s history in artifacts and trophies. 
These buildings are made of white granite, and many 
are built into the mountain. 

Characters from Highwatch are frequently cun¬ 
ning, determined, noble, thoughtful, or urbane. They 
commonly use martial, arcane, divine, and psionic 
power sources. 

March 2010 | DRAGON 385 








The Minotaurs of Mistwatch 


Government 

Mistwatch is an isolated community without a wide 
network of trade or use for coinage. Asteron Stone- 
splitter thought long on the way minotaurs were used 
to using brute strength to rule. Concerned that this 
path would lead inevitably back to Baphomet and 
savagery, he ordered a community where food, goods, 
and services would be shared by all its members, and 
where each family of the clan is represented equally 
in the council and thereby accountable for their 
family’s honor and work. 

Nevertheless, traditional minotaur values in con¬ 
junction with the necessity for strong defenses has 
given the warrior caste such significant power and 
influence in Mistwatch that some wonder how much 
voice other citizens truly have. This matter causes fre¬ 
quent debate in the council. 

Minotaurs from Mistwatch can be judgmental, 
if not disdainful, of societies where wealth exists 
beside poverty. To the minotaurs, these cultures have 
not looked inward nor have they contemplated the 
blemishes afflicting them. 

Skysea Vigil 

In a world of demons and monsters, the vigilant 
minotaur is aware of dangers to the body, soul, and 
mind long before they strike. The middle shelf of 
Mistwatch manifests this tenet of the Philosophy of 
the Labyrinth with its protective sentry wall and with 
the high hedge walls that line its streets and partition 
its properties. Skysea Vigil is both an ordered mino¬ 
taur community and a defensible labyrinth against 
any enemy that dares to invade it. 

Skysea Vigil makes up the majority of Mistwatch, 
and it includes the town’s trades, its market, its 
field of honor, and the labyrinth containing its holy 
shrines. When minotaurs speak of the “The Skysea 


Vigil,” however, they refer to the sentry post along the 
great stone wall. Every minotaur of Mistwatch holds 
a vigil at this post, because it is a sacred rite in their 
philosophy: the embodiment of the tenet of vigilance. 

The river Mistroad bursts from a stone mino¬ 
taur head in the Skysea Vigil, forming a high, misty 
waterfall. The Stone Forest is invisible below, hidden 
beneath the sea of white mist that extends to the 
horizon and covers even the treetops. The tallest 
rock spires penetrate the mist, some ending in jagged 
points and others in flat landings, like stone islands 
atop high cliffs. The minotaurs call these stone 
protrusions the Horns and Teeth of Baphomet. In 
their eyes, the dangerous world beneath the mists 
represents the abyssal origins from which their race 
ascended, and where it might return should they 
compromise their vigilance. 

Characters from the Skysea Vigil are frequently 
competitive, contemplative, dedicated, honorable, or 
perceptive. They commonly utilize martial and divine 
power sources. 

Hedges 

Upon the mountain grows a thick mountain brush 
the minotaurs cultivate to divide territory into 
ordered sections and to bewilder invaders to whom 
the straight, hedge-lined streets of Mistwatch might 
as well be a labyrinth of high green corridors. 

The minotaurs keep their hedges in fine order, often 
sculpting them into topiary shapes depicting enor¬ 
mous beasts, gods, and minotaur heroes. 

The Field oe Honor 

All minotaurs in Mistwatch receive military training. 
The Field of Honor is where the minotaurs practice 
their combat skill and the minotaur sports “jotka,” 
and “labyrinth.” It serves as a festival ground, a 


combat arena, and a meeting place. Minotaur war¬ 
riors complete their training in the field of honor 
under the warrior Brontox. 


The Labyrinth oe the Shrines 

At the center of Mistwatch stands the Labyrinth of 
the Shrines, a great hedge maze where minotaurs 
wander in contemplation and reflection. 

Although the Guardian Clan formed their own 
spiritual discipline when they turned from Baphomet, 
they respect the aims of the gods and primal spirits 
and welcome their allegiance against the forces of 
destruction. The maze contains shrines to several 
gods, but the minotaurs of Mistwatch particularly 
revere Melora and Moradin. 


The Shadowguard 

Reflection is the minotaur’s means of gaining clar¬ 
ity, and of measuring themselves against the past 
to understand their true natures. The Philosophy 
of the Labyrinth teaches that the minotaur must 
reflect upon the paths he or she has chosen to gain 
perspective upon his or her life and guard against the 
shadowy seeds of corruption that take root in the soul. 

The lowest tier of Mistwatch is called the Shadow- 
guard, and it stands at the edge of the mists, above 
the Stone Forest and the chaotic world below. For¬ 
midable hunter-farmers dwell in the Shadowguard 
in tribelike families, cultivating the terraces and 
hunting the strange beasts of the Stone Forest. These 
families differ from the minotaurs that dwell above, 
and their concerns are attuned more to the natural 
world and to disturbances in the Stone Forest below 
that might upset the balance of life in Mistwatch. 

Characters from the Shadowguard are frequently 
grim, mystical, pragmatic, savage, or stoic. They 
commonly have powers from primal and martial 
power sources. 


March 2010 | DRAGON 38S 





The Minotaurs of Mistwatch 


Terraces 

From the floor of the Stone Forest valley, curving 
terraces rise along the mountainside all the way to 
Highwatch. Upon these terraces, the minotaurs cul¬ 
tivate an impressive variety of vegetables, grains, and 
fruits using secrets learned from the elves. They care¬ 
fully design the curving patterns of the terraces so 
that from Highwatch their mountain slopes resemble 
an ordered labyrinth. 

The Stone Forest 

In the dark natural labyrinth below Mistwatch, wild 
things shriek beyond the shrouded paths. The natural 
stone spires ascend out of sight through the cold mists 
above, surpassing the tallest trees. 

Many minotaurs come to this deadly realm to hunt 
and to test themselves. Some say the mists resolve 
into shapes that grant insights and prophecy to the 
worthy. For those who understand its savage nature, 
the mists sometimes reveal places of astonishing 
beauty. 

Many believe the Stone Forest hides a secret 
demongate, or that the land is a gate, and the mists 
open and close doors to different realms, depositing 
creatures from alien dimensions. Minotaur folk tales 
tell stories of travelers who have walked into the mists 
and vanished forever. 


For the resolute Brontox, honor is the greatest 
quality a minotaur warrior can possess. “Battles can 
be won or lost, but a minotaur with honor loses not 
himself,” Brontox has said. 

Martial characters likely learned their skill with 
weapons from Brontox, as well as the tenets of the 
Philosophy of the Labyrinth. Do you ascribe to Bron- 
tox’s views on honor, or are his principles inherently 
faulty beliefs leading inevitably to defeat? 


NOTABLE MINOTAURS 

The following minotaurs have a large role to play 
among the minotaurs of Mistwatch. 

Ameon the Wanderer 

Few minotaurs realize that the gleaming ornamental 
horns of Ameon the Wanderer cover no true horns 
beneath them—that the gentle High Contemplative of 
the Labyrinth is, in fact, hornless. 

He is called “the Wanderer” not only because 
he endlessly walks the Labyrinth of the Shrines in 
contemplation, but also because he trained for many 
years at the renowned Iocaste Academy, far away in 
the lands of humans. While he was abroad learning 
the ways and customs of other races for his clan, he 
was captured by humans. He offered no resistance 
but words. Still they called him a monster, caged him, 
tortured him, and cut off his horns before his friends 
from the academy rescued him. 

Divine characters and knowledge-seekers learn 
the Philosophy of the Labyrinth from Ameon. Has 
your character found peace from Ameon’s teachings, 
or has his example compelled you to seek another 
way? Is his philosophy sound, or are his words as false 
as the horns on his head? 

Brontox the Blade 

Brontox is the mighty champion of the Field of Honor 
who, despite the council’s protests, once exiled 
himself to the Stone Forest for a year after he lost 
his temper in a tournament and brutally maimed 
his opponent. The greatest warrior in Mistwatch, as 
well as a direct descendant of Asteron Stonesplitter, 
Brontox could wield considerable political power if he 
wished, but he says that he sees himself fighting with 
the people, not over them. 


Crannach the Mauler 

Crannach is a brutal one-eyed albino minotaur dis¬ 
covered in the Stone Forest when he was an infant. 
The master hunter raised him despite the coun¬ 
cil’s warning that Crannach was a savage castoff, 
beholden to Baphomet by blood. Crannach grew up 
larger and stronger than any of the clan, and after 
many years battered and scarred by the perils of the 
Stone Forest, he became chief warden and leader of 
the hunters. 

Crannach is cantankerous and gruff and wants 
nothing to do with the Philosophy of the Labyrinth, 
favoring raw power over contemplative thought. Some 
say he eats the flesh of his enemies and that he lives 
only to betray the clan to their enemies when the 
time is right. 

Primal characters might learn much from the 
standoffish minotaur. Perhaps your character was 
adopted by Crannach or serves in his ferocious band 
of Shadowguard hunters. Or perhaps you fear Cran¬ 
nach and seek to expose him for the monster you 
believe him to be. 


March 2010 | DRAGON 38S 






The Minotaurs of Mistwatch 


Dassia the Far-Seeing 

The head of Mistwatch’s warrior caste, the brilliant 
Dassia approaches every problem rationally with 
adamant determination, and her plans seldom fail. 
Though she lacks the sheer physical brawn of Cran- 
nach or Brontox, or the arcane mysticism of Ameon 
or Oboria, she has surpassed each of them to become 
the strongest voice of Mistwatch’s council. 

Dassia claims to have no bestial half, and 
in battle and in politics she is a quick and able 
strategist, content to wait for her enemies to show 
weaknesses so that she can exploit them. Some say 
she can read others’ thoughts and anticipate events 
before they occur. 

Psionic characters are sought out by Dassia as 
potential students or future opponents. Are you 
allied with Dassia and the powerful influence and 
secrets she offers, or do you believe her composed 
exterior conceals a cunning beast craving dominance 
at any cost? 


Oboria the Terrible 

Even the mightiest minotaurs of the clan fear the 
wrath of the magician Oboria. She dwells in seclusion 
upon Highwatch, consulting signs, omens, spirits, and 
strange beings from beyond the natural world. She 
detests visitors. 

Eccentric and reactive, Oboria radiates power. 

She has no need for the Philosophy of the Labyrinth 
or any other philosophy-she believes minotaurs 
ought to release their past and consider their future. 
Oboria’s critics claim she bargained away her soul in 
exchange for terrible power; Oboria cares nothing for 
their speculation, only for their noninterference and 
their respect. 


Arcane characters would likely have learned 
their art through Oboria’s strict, impatient tutelage, 
or perhaps Oboria acted as a medium to summon 
the entity that gave your character his or her power. 
Does your character see Oboria as a mad genius or 
a megalomaniac? Do her true loyalties lie with pow¬ 
erful and dangerous entities beyond Mistwatch, or 
is all her arcane bluster a facade that hides a secret 
inner kindness? 

MISTWATCH 

BACKGROUNDS 

Two backgrounds can help guide the roleplaying ele¬ 
ments your Mistwatch minotaur character has. 

Guardian Contemplative 

Your people are a race of fierce warriors, but you 
know more effective ways to accomplish your goals 
than hammer and axe. Words hold power over emo¬ 
tions. Against ignorance, knowledge cuts sharper 
than any blade. The arm wields the axe, but the 
mind, spirit, and voice can control far mightier weap¬ 
ons. How does your clan view your choice? Do they 
respect your power or condemn you for weakness? 
Are you favored by the gods or feared as a practitioner 
of black magic? 

Associated Skills: Arcana, Religion 

Guardian Sentinel 

Your clan once turned from the demon lord Baphomet 
to embrace the Philosophy of the Labyrinth. Yet 
destructive forces thrive, working relentlessly to bring 
the world to ruin. If left unchecked, you know they 
shall succeed. This is inevitable. 


You left your home to seek out evil and annihi¬ 
late it. Perhaps you do this out of conscience, honor, 
vengeance, or out of shame for your savage heritage. 
Or maybe you do it to appease the bloodthirsty beast 
lurking within your soul. Perhaps you do it because 
your race is more capable for the task than others, 
and the task must be done. 

Associated Skills: Intimidate, Perception 


HEW MINOTAUR FEATS 

The following feats provide minotaur characters with 
more options that have a Mistwatch flavor. 


Heroic Tier Feats 

The following feats are suitable for any character who 
meets the prerequisite. 


Ferocious Frenzy 

Prerequisite: Minotaur, Ferocity racial trait 

Benefit: When you drop to 0 hit points or fewer, 
you can make a melee basic attack against each 
enemy adjacent to you with a -2 penalty to the attack 
rolls instead of making the attack Ferocity grants you. 

Honor's Path 

Prerequisite: Minotaur 

Benefit: When an enemy provokes an opportu¬ 
nity attack from you, you can take an opportunity 
action to grant you or an ally adjacent to you a +2 
power bonus to all defenses until the end of your next 
turn. 


March 2010 | DRAGON 38S 








The Minotaurs of Mistwatch 


Minotaur Weapon Talent 

Prerequisite: Minotaur 

Benefit: You gain proficiency with the battleaxe, 
handaxe, warhammer, and throwing hammer. 

Vigilant Recovery 

Prerequisite: Minotaur, Wis 13 
Benefit: When you hit an enemy with an attack, 
that enemy does not benefit from combat advantage 
against you until the start of your next turn. 

PARAGON PATH 

Mistwatch minotaur characters, or minotaur charac¬ 
ters in general, can choose to follow the champion of 
the labyrinth paragon path. 

Champion of the Labyrinth 

I go where I choose. You go where I let you. 

Prerequisite: Minotaur 

You are the master of ways, routes, and paths. You 
have walked the lightless stone corridors of the 
Underdark, navigated the winding roads of humans 
and found your path through the enchanted forests 
of the Feywild. The labyrinth holds no terror for you. 
Its endless variations and routes contain your fortress, 
your philosophy, and your way. 

For the minotaur who can discern its patterns, life 
is a great labyrinth, each new choice a path leading 
to a different destiny. Few possess the discipline to 
navigate the vast maze of the mind and soul without 
losing themselves to temptation and their own savage 
natures. Guided by the tenets of contemplation, vigi¬ 
lance, and reflection, though your choices have made 
you master of your own desire. 

To the champion of the labyrinth, the battlefield is 
a maze as familiar as any other, and you move to take 


advantage of it. You control your own fate, and the 
direction you choose to travel here. As it is in life, so 
shall it be in battle. 

Champion of the Labyrinth 
Path Features 

Maze Adept Action (11th level): When you 
spend an action point to take an extra action, you 
gain a +2 bonus to AC and speed and a +5 bonus to 
Athletics checks until the end of your next turn. 

Uncanny Mobility (11th level): You gain a +4 
bonus to saving throws against effects that immobi¬ 
lize or slow. Also, when you act in a surprise round, 
you can take one standard action and one move 
action or minor action. 

Clear the Path (16th level): When you use goring 
charge, you can move through enemy squares during 
the charge. Whenever an enemy hits or misses you 
with an opportunity attack during this movement, 
you can slide that enemy 1 square or knock that 
enemy prone. 


Dead End Champion of the Labyrinth Attack 11 

Strike 


You smite your foe with an attack and are prepared to spring 
fit should run. 

Encounter ♦ Weapon 

Standard Action Melee or Ranged weapon 

Target: One creature 

Attack: Your highest ability vs. AC 

Hit: 2[W] + your highest ability modifier damage. In addition, 
if the target moves before the start of your next turn, you 
can shift your speed to a square adjacent to the target as 
an opportunity action. If you do, the target takes 5 damage 
and ends its movement. 


Unwavering Champion of the Labyrinth Utility 12 
Vigilance 


You fix your enemy fast within your gaze; no matter where it 
moves, it cannot escape you. 


Encounter 
Minor Action 

Target: One enemy you can see 

Effect: Until the end of the encounter, you gain a +10 power 
bonus to Perception checks to detect or observe the target. 


Labyrinth Champion of the Labyrinth Attack 20 

of Foes 


You navigate the battlefield as you would a labyrinth, striking 
and dodging amid the maze of your bewilderedfoes. 

Daily ♦ Weapon 

Standard Action Melee weapon 

Effect: You shift your speed. Each time you enter a square dur¬ 
ing this move, you can make the following attack. 

Target: One creature you have not attacked with this 
power this turn 

Attack: Your highest ability vs. AC 

Hit: 1 [W] + your highest ability modifier damage, you slide 
the target 3 squares, and the target is dazed until the end 
of your next turn. 

Miss: Half damage, and you slide the target 3 squares. 
About the Author 

Steve Townshend contributed to Monster Manual 3, which 
releases in June, and contributed to several D&D Insider proj¬ 
ects. This is the first of several articles he has in the works. 


March 2010 \ DRAGON 38S 









Spellscars 



By Daniel Jones 

Illustration by John Stanko 


With its diverse and chaotic impact, the effects of the Spellplague 
have been stubbornly difficult to systematize. Two victims of identical 
exposure can manifest their scars in ways so different as to belie any 
similarity in their experiences. One might develop hidden mental 
powers while the other is transformed into a disfigured monster with 
crippling and uncontrollable abilities. 


Nevertheless, in the decades after the Year of Blue Flame, 
scholars noticed that the Spellplague frequently expanded the native 
characteristics and habitual activities of its victims. A quality each 
one possessed would be adjusted, twisted, and sometimes remade. For 
example, an elf’s sight could morph to allow it to see that which is 
normally concealed, or an eladrin’s ability to move could cause nearby 
creatures to move as well. What follows is a catalog of feats that can 
enhance or add to any given character’s abilities. 


March 2010 j DRAGON 38S 



Spellscars 


FEATS 


Each of the feats below requires the character to have 
a spellscar (as noted in the prerequisite entry). 

Heroic Tier Feats 

The following feats are suitable for any character who 
meets the prerequisite. 

Arcane Malice 

Prerequisite: Any arcane class, you have a 
spellscar 

Benefit: Whenever you make an arcane daily 
attack, you gain a +2 bonus to damage rolls against 
one creature you hit with that attack until the end of 
the encounter. If you have the Student of the Plague 
feat, you also gain a +1 bonus to attack rolls against 
that creature until the end of the encounter. 

Corrupting Attacks 

Prerequisite: You have a spellscar 
Benefit: Whenever you hit a creature with an 
encounter or daily attack power, that creature takes 
a -1 penalty to one defense you targeted until the 
end of your next turn. If you have the Student of the 
Plague feat, increase the penalty to -2. 


Earth Mote's Stability 

Prerequisite: Goliath, you have a spellscar 

Benefit: Whenever you make an Athletics check 
to perform a long jump, you can jump 1 square far¬ 
ther than your Athletics check indicates, and your 
jump can exceed your speed by 1 square. In addition, 
whenever you make a saving throw to avoid falling, 
you receive a +4 feat bonus to that roll. If you have 
the Student of the Plague feat, your long jumps can 
exceed your speed by 2 squares, and the bonus to 
saving throws to avoid falling increases to +6. 

Elamespeed Shieting 

Prerequisite: Razorclaw shifter, razorclaw shifting 
racial power, you have a spellscar 

Benefit: While under the effect of razorclaw 
shifting, you can shift 2 squares as a move action. If 
you have the Student of the Plague feat, whenever 
you shift while under the effect razorclaw shifting, 
your attacks deal 2 extra fire damage until the end 
of your turn. 

Lingering Eade 

Prerequisite: Gnome, fade away racial power, you 
have a spellscar 

Benefit: Fade away gains a sustain standard: You 
take 5 damage and the effect persists until the end of 
your next turn or until you attack. If you have the Stu¬ 
dent of the Plague feat, you take only 2 damage when 
you sustain/ade away. 


Memories oe Destruction 


Prerequisite: Deva, memory of a thousand lifetimes 
racial power, you have a spellscar 

Benefit: Whenever you are subjected to a dazing 
or stunning effect that a save can end, you can 
expend memory of a thousand lifetimes to make a saving 
throw against that effect as an immediate interrupt. If 
you have the Student of the Plague feat, each enemy 
adjacent to you takes 5 fire damage when you expend 
memory of a thousand lifetimes in this manner. 


Path oe the Scarred 

Prerequisite: Human, you have a spellscar 
Benefit: You deal 1 extra fire damage with 
encounter and daily attack powers. If you have the 
Student of the Plague feat, you instead deal 2 extra 
fire damage. 


Pernicious Onslaught 

Prerequisite: You have a spellscar 
Benefit: When a creature fails a saving throw 
against ongoing damage from one of your attacks, one 
creature adjacent to it takes fire and necrotic damage 
equal to the ongoing damage. If you have the Student 
of the Plague feat, the damage is equal to the ongoing 
damage plus 5. 


March 2010 \ DRAGON 38S 






Spellscars 


Plague of Chance 

Prerequisite: Halfling, second chance racial power, 
you have a spellscar 

Benefit: When you use second chance and the 
rerolled attack roll misses, the attacker takes fire and 
necrotic damage equal to your level and cannot see 
you until the end of your next turn. If you have the 
Student of the Plague feat, the attacker also takes 
fire and necrotic damage equal to your level if the 
rerolled attack roll hits. 

Plagued Breath 

Prerequisite: Dragonborn, dragon breath racial 
power, you have a spellscar 

Benefit: Your dragon breath deals necrotic damage 
in addition to the damage type it already deals. Also, 
while you are bloodied, your breath attack deals 2 
extra damage. If you have the Student of the Plague 
feat, a creature you hit with dragon breath also takes 
ongoing 5 necrotic damage (save ends). 


Plagueeorged Accuracy 

Prerequisite: Elf, elven accuracy racial power, you 
have a spellscar 

Benefit: Whenever you use elven accuracy, the 
rerolled attack roll ignores cover and concealment, 
and it deals fire and necrotic damage in addition 
to its normal damage types if it hits. If you have the 
Student of the Plague feat, use elven accuracy, and hit 
with the rerolled attack roll, the target of that roll and 
each creature adjacent to it take fire and necrotic 
damage equal to 1 + one-half your level. 

Plaguing Bloodhunt 

Prerequisite: Tiefling, Bloodhunt racial trait, you 
have a spellscar 

Benefit: When you hit a bloodied enemy, it takes 
3 extra necrotic damage. Increase this damage to 6 at 
11th level, and 9 at 21st level. If you have the Student 
of the Plague feat, the extra damage becomes fire and 
necrotic damage. 


Poison Plague Feast 


Prerequisite: Dwarf, you have a spellscar 
Benefit: Whenever you save against a poison 
effect, you gain a number of temporary hit points 
equal to 1 + one-half your level. If you have the 
Student of the Plague feat, whenever you save against 
a poison effect, you also gain a +2 bonus to saving 
throws until the end of your next turn. 


Ravenous Blessing 

Prerequisite: You have a spellscar 

Benefit: Whenever you target an ally with a 
healing power, you can choose to take necrotic 
damage equal to 3 + one-half your level. This damage 
cannot be decreased in any way. If you choose to 
take necrotic damage, one ally affected by the power 
regains hit points equal to your level. If you have the 
Student of the Plague feat, an ally who regains hit 
points from this feat also gains a +2 power bonus to 
saving throws until the end of your next turn. 


Plagued Regeneration 

Prerequisite: Longtooth shifter, longtooth shifting 
racial power, you have a spellscar 

Benefit: Increase the regeneration longtooth 
shifting grants you by 1. At 11th level, increase it by 
2, and at 21st level, increase it by 3. Whenever you 
regain hit points from this regeneration, nonminion 
creatures adjacent to you take necrotic damage equal 
to the hit points you regained. If you have the Student 
of the Plague feat, any ally adjacent to you takes only 
1 point of necrotic damage. 


Planar Blurring 

Prerequisite: Eladrin,/ey step racial power, you 
have a spellscar 

Benefit: Before or after you use fey step, you can 
slide one creature adjacent to you 1 square. If you 
have the Student of the Plague feat, before or after 
you use fey step you can also teleport a creature 
adjacent to you 2 squares. 


Scar and Fury 

Prerequisite: Half-ore, furious assault racial 
power, you have a spellscar 

Benefit: When you use furious assault, each 
creature other than you or the triggering enemy that 
is adjacent to you or the triggering enemy takes 2 
fire damage. If you have the Student of the Plague 
feat, the damage increases to 5 and becomes fire and 
necrotic damage. 


March 2010 j DRAGON 38S 





Spellscars 


Scar of the Shadowweave 

Prerequisite: Revenant, dark reaping racial power, 
you have a spellscar 

Benefit: The damage granted by dark reaping 
becomes cold and necrotic damage and gains a +2 
bonus. If you have the Student of the Plague feat, 
when a creature takes damage from your dark reaping, 
you gain concealment from the creature until the end 
of your next turn. 

Spellcharged Channel 

Prerequisite: Any divine class, Channel Divinity 
class feature, you have a spellscar 

Benefit: When you use a Channel Divinity power, 
choose one of the following: one enemy adjacent to you 
takes a -2 penalty to all defenses until the end of your 
next turn, or one ally adjacent to you deals 4 extra fire 
and necrotic damage with attacks until the end of your 
next turn. If you have the Student of the Plague feat, 
you do not need to choose; you gain both benefits. 

Spellscarred Invigoration 

Prerequisite: You have a spellscar 

Benefit: When a creature marked by you makes 
an attack that does not include you, it takes 1 fire 
and necrotic damage, and you regain 1 hit point. If 
you have the Student of the Plague feat, you instead 
regain hit points equal to your Constitution modifier. 


Spellscarred Subterfuge 

Prerequisite: Half-elf, you have a spellscar 
Benefit: You gain a +2 feat bonus to Diplomacy 
and Bluff. In addition, you gain a +4 bonus to all 
attempts made to conceal or disguise your spellscar. 
If you have the Student of the Plague feat, increase 
the feat bonus to +4. 

Tainted Darkness 

Prerequisite: Drow, darkfire racial power, you 
have a spellscar 

Benefit: When you hit an enemy with darkfire, 
each time an attack hits that enemy before the end of 
your next turn, the enemy takes 2 extra fire damage. 
If you have the Student of the Plague feat, when you 
hit an enemy with darkfire, all creatures have conceal¬ 
ment from the enemy until the end of your next turn. 


Unexpected Flourish 


Prerequisite: Any martial class, you have a 
spellscar 

Benefit: Choose one lst-level at-will attack power 
from any arcane class. You can use that power as 
an encounter power. If you have the Student of the 
Plague feat, you can use your highest ability for attack 
rolls and damage rolls with the power you chose. 


About the Author 

This Is Daniel Jones’s first article for Dragon ® magazine. Now 
he has a loving and beautiful wife, they’re expecting their first 
child, and he’s written for the Dungeons & Dragons® game. 
Dreams do come true. 


Tenacity for Living 

Prerequisite: Any primal class, you have a 
spellscar 

Benefit: You gain a +4 feat bonus to saving throws 
against ongoing fire damage and ongoing necrotic 
damage. Whenever you grant an ally a saving throw 
against ongoing fire damage or ongoing necrotic 
damage, your ally makes the saving throw with a +4 
power bonus. If you have the Student of the Plague 
feat, enemies adjacent to you take a -2 penalty to 
saving throws against ongoing fire damage and 
ongoing necrotic damage. 


March 2010 \ DRAGON 38S 






Ritually Speaking: 

Item Focus Rituals 


By Peter Schaefer 

Illustrations by Eva Widermann 


Rituals are a source of flexible power in that they help those using 
them achieve lofty goals that force alone could not bring within their 
grasp. A ritual allows one to reshape the landscape, fly for hours, 
conceal the truth, hide items in a demiplane, and much more. 


Most rituals are completely self-contained in 
that they require components and a ritual caster, 
with nothing more necessary. Some require a focus, 
which is an item needed for performing the ritual, 
but ritual casters can reuse these items. Additionally, 
as long as that focus is present, the ritual is ready at 
any time. 

Another class of ritual is tied intimately to the 
magical power of enchanted items. Using only the 


item as a focus and no components, a ritual caster 
can enact magic centered on the purpose or history 
of the item. Beyond the specific focus for each ritual 
(which are magic items and are listed in the ritual’s 
Component Cost entry), these rituals are normal. 
They must be mastered and kept in ritual books and 
can be scribed on ritual scrolls. Each magic item 
that is used as a focus for one of these rituals is in 
the Player’s Handbook. 



March 2010 \ DRAGON 38S 



Ritually Speaking.- Item Focus Rituals 


Aura of True Vision 

With the last word of the ritual and a wave of your ring of 
true seeing, you banish invisibility. 


Level: 15 

Category: Warding 
Time: 10 minutes 
Duration: 10 minutes 


Component Cost: Focus 
(ring of true seeing) 

Market Price: 5,000 gp 
Key Skill: Arcana (no check) 


All invisible creatures and objects within 5 squares of the 
ring of true seeing become visible and cannot become 
invisible again while within 5 squares of the ring until the 
duration ends. 


Corpselike Visage 

The amulet of false life also conceals that you remain 
alive. 


Donning Trollelesh 

Your warty green armor ripples with a semblance of the life 
it once had, then grows over your flesh to make you appear 
as a monstrous troll. 


Level: 12 

Category: Deception 
Time: 10 minutes 

Duration: 24 hours 


Component Cost: Focus 
(trollskin armor) 

Market Price: 2,600 gp 
Key Skill: Arcana 


Evard’s Extensible Rope 


Your coil of golden rope elongates as you complete this 


Level: 10 

Category: Exploration 
Time: 10 minutes 
Duration: 4 hours or 
until dismissed 


Component Cost: Focus 
(rope of climbing) 

Market Price: 1,000 gp 
Key Skill: Arcana (no check) 


When you complete the ritual, the trollskin armor worn by 
you or an ally grows over its wearer to perfectly disguise the 
wearer as a troll. The wearer still benefits from its weapons, 
armor, and other magic items. Creatures that interact with 
the affected creature can make an Insight check against 
your Arcana check to perceive the deception only if the 
affected creature does something blatantly wrong, such as 
being unable to speak Giant or failing to regenerate. 


Your rope of climbing lengthens until it is as much as 
1,000 feet long. 

Eollow the Voice 

The rest of the world darkens until the sending stone is all 
you can see. You pass through a sightless world of echoes 
and lost voices before your reappear near your stone’s twin. 


Level: 6 

Category: Deception 
Time: 10 minutes 

Duration: 24 hours 


Component Cost: Focus 
(amulet of false life) 

Market Price: 360 gp 

Key Skill: Arcana (no check) 


The creature wearing the amulet appears to be dead to 
all senses for the duration of the ritual’s effect. This effect 
ends when the affected creature chooses to take an 
action or if the affected creature is no longer wearing the 
amulet. 


Dragonward 


You expand the magic of your dragondaunt shield into 
the space aroundyou andyour allies, preventing the dragon 
from coming near you. 


Level: 10 

Category: Binding 
Time: 10 minutes 

Duration: 1 hour 


Component Cost: Focus 
(dragondaunt shield) 
Market Price: 1,000 gp 
Key Skill: Arcana 


You create a stationary ward in a burst 6 centered on the 
dragondaunt shield. The affected area glows faintly silver 
for the duration of the ritual’s effect. A dragon whose 
level is lower than your Arcana check result minus 15 
cannot enter the affected area or affect creatures inside 
or through the area. Other dragons can, but they take 
force damage equal to your Arcana check result and end 
the effect when they do so. 


Level: 16 
Category: Travel 
Time: 10 minutes 

Duration: 1 minute 


Component Cost: Focus 
sending stones) 

Market Price: 9,000 gp 
Key Skill: Arcana (no check) 


Before you can use this ritual, a creature must have 
spoken to you through a sending stone attuned to the 
stone you use for this ritual. 

You fold yourself and each ally you choose who is 
within 3 squares of you through a sending stone you hold. 
At the end of the duration, you reappear outside the 
sending stone attuned to your sending stone. If your stone 
has multiple attuned stones, you appear outside the one 
used to speak to your stone before you began the ritual. 

Once the ritual’s duration ends, the sending stones 
cannot serve as the focus for this ritual again for 24 hours, 
and you cannot cast it again for 24 hours. 


March 2010 \ DRAGON 38S 






Ritually Speaking.- Item Focus Rituals 


Memory of a 
Thousand Deaths 

The tanned skins of the creatures that make up your 
deathcut armor quiver and empathically indicate nearby 
necromancy. 

Level: 6 Component Cost: Focus 

Category: Divination (deathcut armor) 

Time: 20 minutes Market Price: 360 gp 
Duration: 10 minutes Key Skill: Religion 

You open yourself to the vestigial spirits bound to your 
deathcut armor and learn about necromancy within your 
immediate environs (within 1 mile of you). 

You can ask a number of questions based on the result 
of your Religion check about undead creatures, necro¬ 
mantic terrain and hazards, necromancers, and other 
necromantic aspects of your surroundings. Typical ques¬ 
tions are about the presence, type, quantity, and rough 
location of such necromantic features. The spirits commu¬ 
nicate empathically and are poor at complex answers. 



10-19 

20-29 

30-39 


40 or higher 5 


Memory oe the Dragon 


Each dragonslayer weapon captures the memories and 
personality of the first dragon it slays. You tap those memo¬ 
ries for your own use. 


Level: 12 

Category: Divination 
Time: 10 minutes 
Duration: 5 minutes 


Component Cost: Focus 
(dragonslayer weapon) 
Market Price: 2,600 gp 
Key Skill: Arcana (no check) 


When you complete the ritual, you ask a question of the 
first dragon slain by the dragonslayer weapon you hold, 
and it answers that question to the best of its ability. It 
knows only what it knew in life and has no particular fore¬ 
knowledge of events (though it might speculate). 

If you choose, you can instead view one of the dragon’s 
memories as though it were happening to you. You can 
name aspects of the memory you want to view, and if you 
make no restrictions, the ritual shows you a memory piv¬ 
otal to the dragon’s experience. 

This ritual can be performed only once every 24 hours. 



Quench the Flame 

The flamedrinker armor you wear glows 
it absorbs all the flames inyour vicinity. 


Level: 12 Component Cost: Focus 

Category: Exploration (flamedrinker armor) 

Time: 10 minutes Market Price: 2,600 gp 

Duration: 4 hours or Key Skill: Arcana (no check) 
until dismissed 


For the duration of the ritual, the flamedrinker armor 
you or an ally wears absorbs all natural flames within 20 
squares of the armor, quenching them instantly. It glows 
red each time it absorbs a flame and grows hot over time, 
but this heat does not harm the armor’s wearer. 


Self-Holding Bag 

Tucking your bag of holding into itself, you make it disap¬ 
pear completely into an impossible space. 

Level: 5 Component Cost: Focus 

Category: Exploration (bag of holding) 

Time: 10 minutes Market Price: 250 gp 

Duration: 24 hours Key Skill: Arcana (no check) 

You fold your bag of holdinginto itself and bind the result¬ 
ing nothing to you. For the duration, you can pull the bag 
ofholdingout of an extradimensional space or put it back 
as a minor action. When the duration ends, the bag reap¬ 
pears at your feet. 


March 2010 j DRAGON 38S 










Ritually Speaking.- Item Focus Rituals 


Snowstorm Summons 

You draw the power of your staff of winter out and cast it 
into the air, bringing sudden chill and the promise of snow. 


Level: 14 

Category: Exploration 
Time: 30 minutes 
Duration: Special 


Component Cost: Focus 
(staff of winter) 

Market Price: 4,500 gp 
Key Skill: Arcana or Nature 


Wavestrider Enchantment 

Your wavestrider boots allow you andyour allies to walk 


Level: 4 

Category: Exploration 
Time: 10 minutes 

Duration: 1 hour 


Component Cost: Focus 
(wavestrider boots) 
Market Price: 175 gp 
Key Skill: Arcana 


About the Author 

Peter Schaefer wakes regularly from dreams of grotesque 
terrors so defiling of the mind and innocence that they 
deserve the real fear they cause while remaining wholly 
imaginary. Peter fought for his current job at Wizards of 
the Coast, where he works as an RPG developer on books 
such as Adventurer’s Vault™ 2, Divine Power™, and many 
D&D® Insider™ articles, so the he can prevent such thought¬ 
corrupting constructs of the id from entering the wider 
consciousness of the public. He replaces such ideas with 
functional rules and takes on the fantasy genre. 




You change the weather within a 2-mile radius of the staff 
ofwinterto that of a heavy blizzard in the dead of winter. 

If the staff moves, the effect of the ritual moves with it. 
The bearer of the staff controls the blizzard’s general ten¬ 
dencies, such as the direction and intensity of the wind or 
the degree of obscurity from snow.The bearer of the staff 
cannot control specific applications of the weather, such 
as specific gusts of wind or specific squares of obscur¬ 
ing terrain. The altered weather persists for a duration 
you choose up to the maximum determined by your skill 
check result. 


You and each ally within 2 squares of you can move on 
water as if it were solid ground. Rapids or choppy seas are 
considered difficult terrain. The target of this ritual can 
end its benefit as a free action. The target can immerse 
itself in water or swim underwater if desired without 
needing to end the ritual. 

Windmaster’s Mantle 

This ritual expands the power of your mantle of the sev¬ 
enth wind to allyour allies. 


| Check Result 

Maximum Duration | 

19 or lower 

2 hours 

20-29 

4 hours 

30-39 

16 hours 

40 or higher 

24 hours 


Once the blizzard ends, the staff of winter cannot serve 
as the focus for this ritual again for 24 hours, and you 
cannot cast it again for 24 hours. 


Level: 20 
Category: Travel 
Time: 10 minutes 

Duration: 2 hours 


Component Cost: Focus 
(mantle of the seventh wind) 
Market Price: 25,000 gp 
Key Skill: Arcana (no check) 


You and each ally within 5 squares of you gains overland 
flight 20. Those affected by this ritual can take no actions 
other than moving while flying at your overland flight 
speed. Each individual affected by the ritual can end its 
effect on that individual (no action required), and if that 
individual ends the effect, he or she floats harmlessly 
to the ground. When using this ritual to fly for 10 hours, 
including rests, you can travel approximately 100 miles. 


March 2010 | DRAGON 38S 












CLASS Acts: Assassin 


SHADOW'S SEDUCTION 


By Robert J. Schwalb 

Illustration by Mike Faille 


The assassin, introduced in Dragon® #379, presents the first look at the shadow power source and 
hints at the requirements to master it. Assassins, and other classes that wield shadow magic, forfeit 
shard of their souls to safely channel the dark energy imbuing the Shadowfell. Not only does following 
this path require a strong commitment due to the sacrifice involved, but users of shadow magic might 
find that people view their abilities negatively. One doesn’t dip into the shadow power source without 
paying a price, and those who seek out its power must do so with a full awareness of the perilous 
demands they must meet. 

Although uncommon, opportunities exist for those unwilling to make the full commitment 
to the Shadowfell’s power. Yet if such individuals think they can escape the plane’s steep price 
completely, they learn their error quickly. As with any class, you can choose the assassin as your 
sole class, as a hybrid class, or by taking multiclass feats. This article presents the assassin hybrid 
class, while also expanding options available to all assassins. 


rch 2010 | DRAGON 38S 
















Class Acts.- Assassin 


THE HYBRID ASSASSIN 

You have accepted your dark reflection and under¬ 
stand its place in your soul. Yet you are unwilling to 
surrender completely to the darkness you now harbor. 

What drove you to seek out the Shadowfell’s 
power? Were you driven by grief, guilt, hatred, or 
vengeance? Something else? Is your divided focus the 
result of an incomplete bond? Or do you dabble in 
other areas to better conceal your sinister nature? 

As a hybrid assassin, you can call forth shrouds to 
help guide your attacks where they can deal the most 
damage, but you sacrifice many of the techniques 
assassins use to evade their enemies. 

CLASS TRAITS 
Role: Striker 
Power Source: Shadow 

Key Abilities: Dexterity, Charisma, Constitution 
Armor Proficiencies: Cloth, leather; light shield 
Weapon Proficiencies: One-handed simple melee, 
military heavy blades, military light blades, simple 
ranged 

Implements: Ki focuses 

Bonus to Defense: +1 Fortitude or Will 

Hit Points at 1st Level: 5 

Hit Points per Level Gained: 2 

Healing Surges per Day: 3 

Trained Skills: You gain one extra trained skill, 

chosen from the list of class skills below. 

Class Skills: Acrobatics (Dex), Arcana (Int), 
Athletics (Str), Bluff (Cha), Endurance (Con), 

Insight (Wis), Perception (Wis), Stealth (Dex), 
Streetwise (Cha), Thievery (Dex) 

Class Features: Assassin’s shroud (hybrid) 

Hybrid Talent Options: Guild Training, shade form, 
shadow step 


Assassin’s Shroud (Hybrid) 

You gain the assassin power assassin’s shroud (Dragon 
#379, page 19), except you can subject a target to a 
maximum of two shrouds and you can invoke your 
shrouds on a target only when you attack with an 
assassin power or an assassin paragon path power. 

Hybrid Talent Options 

If you take the Hybrid Talent feat, you can select from 
Guild Training, shade form, and shadow step. 

Guild Training 

When you select this option, you can choose one of 
the following class features. 

Bleak Disciple (Hybrid): This class feature func¬ 
tions exactly as the assassin class feature (Dragon 
#379, page 17), except you gain temporary hit points 
only when you hit an unbloodied target when using 
an assassin attack power or assassin paragon path 
attack power. 

Night Stalker (Hybrid): This class feature func¬ 
tions exactly as the assassin class feature (Dragon 
#379, page 17), except the bonus to damage rolls 
applies only to attacks made when using assassin 
powers and assassin paragon path powers. 

Shade Form 

This class feature functions exactly as the assassin 
class feature (Dragon#379, page 19). 

Shadow Step 

This class feature functions exactly as the assassin 
class feature (Dragon #379, pagel9). 


GOOD HYBRID 
COMBINATIONS 


Assassins combine best with other striker classes 
since doing so provides two methods for deal¬ 
ing striker damage. The strongest combinations 
include assassin/rogue, assassin/monk, and 
assassin/ranger. If want to develop leader tech¬ 
niques, the assassin/bard is a good choice. For 
defender, think about the assassin/paladin to 
improve your durability and gain self-healing. 
Combining an assassin with controller classes is 
difficult since few abilities overlap. To add con¬ 
trol techniques, you are served better by picking 
up the sorcerer or warlock. Although they are 
not controllers, many spells available to them 
have controller effects. 


March 2010 | DRAGON 38S 






NEW FEATS 


The following feats expand options for all kinds of 
assassins. Any character who meets the prerequisites 
can take these feats. 


Assassin’s Challenge 

Assassin, paladin, assassin’s shroud 

Betrayal of Zerthimon 

Cursed Shadow 

Darkness’s Wings 
BlMlBlKd Killer B 
Eilserv’s Treachery 

Eye of Death and Despair 

Far Shadow 

Flickering Fortunes 

Ghostly Voyage 

Horned Nightrnate 

Hunting Shadow 

Insidious Shroud 

Githzerai, assassin, assassin’s shroud 

Assassin, warlock 

Shadar-kai, assassin, shadowjaunt 

Assassin, monk, assassin’s shroud 

Draw, assassin, Lolthtouched, shade form 

Assassin, assassin’s shroud, Vistani Heritage 

Drow, assassin, cloud of darkness power 

Githzerai, assassin, shade form 

Wilden, assassin, voyage of the ancients 

Minotaur, assassin, shade form power 

Wilden, assassin, assassin’s shroud, pursuit of the hunter 
Changeling, assassin, changeling trick, assassin’s shroud 

Lolth’s Embrace 

Menacing Sorcery 

Merciless Nature 

Murderous Hunter 

Roguish Killer 
Shadowforged Killer 
Spirited Shadows 

Uncovered Hatred 

Word of Shadow 

Drow, assassin, darkfire, assassin’s shroud 

Assassin, sorcerer, assassin’s shroud 

Wilden, assassin, wrath of the destroyer 
assassin’s shroud BS 

Assassin, rogue, assassin’s shroud 

Warforged, assassin, warforged resolve, shade form 
Drow, assassin, cloud of darkness, shadow step 

Kalashtar, assassin, shade form 

Assassin, bard, majestic word 

1 Paragon Tier Feat 

Prerequisites 


Darkened Soul 


Shadow Initiate, paragon multiclassing 


Class Acts.- Assassin 


Benefit 


Use holy symbol as implement for assassin powers, divine challenge deals extra damage to 
assassin’s shroud target 

Assassin’s shroud target grants combat advantage if it hasn’t yet acted 

Gain Shadow Walk; use rods as implements 

Regain shadowjaunt and gain darkvision 

Extra damage with Flurry of Blows and assassin’s shroud 

Expend Lolthtouched power to regain shade form 

Evil eye of the Vistani and assassin’s shroud target is immobilized and grants combat advantage 

Cloud of darkness becomes area burst 1 within 10 squares 

Use shade form when you take your second wind 

Gain insubstantial with voyage of the ancients 

Gain phasing during charges with shade form 

Extra damage and teleport instead of shift with pursuit of the hunter 
Successful changeling trick allows extra use of assassin’s shroud 
When you use darkfire you can also use assassin’s shroud 

Ranged sorcerer attacks do not provoke opportunity attacks from assassin’s shroud target 
Gain combat advantage with wrath of the destroyer attack if triggered by assassin’s shroud target 
Assassin’s shroud target takes Hunter’s Oua^ffifj iaktnag gaeg^n on a miss 
Assassin’s shroud target take sneak attack damage even on a miss 
Expend warforged resolve to regain shade form 

Teleport farther and gain combat advantage with shadow step and cloud of darkness 
Enemy triggering bastion of mental clarity takes psychic damage 
Majestic word grants concealment 




March 2010 \ DRAGON 38S 











Class Acts.- Assassin 


HEROIC TIER FEATS 

The following feats are suitable for any character who 
meets the prerequisite. 

Assassin’s Challenge 

Prerequisite: Assassin, paladin, assassin’s shroud 
power 

Benefit: You can use a holy symbol as an imple¬ 
ment for your assassin implement powers. 

In addition, whenever a creature takes damage 
from your divine challenge power, that creature takes 1 
extra damage for each of your assassins shrouds on it. 

Betrayal of Zerthimon 

Prerequisite: Githzerai, assassin, assassin’s shroud 
power 

Benefit: When you target an enemy that has not 
yet acted in the encounter with your assassin’s shroud 
power, the enemy grants combat advantage until the 
start of your next turn. 

Cursed Shadow 

Prerequisite: Assassin, warlock 
Benefit: You can use rods as implements for your 
assassin implement powers. 

In addition, you gain the warlock’s Shadow Walk 
class feature if you do not already have it. 

Darkness’s Wings 

Prerequisite: Shadar-kai, assassin, shadow jaunt 
power 

Benefit: You can expend your shade form power 
as a free action to regain the use of your shadow jaunt 
power. 

In addition, you gain darkvision. 


Disciplined Killer 

Prerequisite: Assassin, monk, assassin’s shroud 
power 

Benefit: When you use Flurry of Blows against 
the target of your assassin’s shroud power, you deal 1 
extra damage to the target for each of your assassin’s 
shrouds on it. 

Eilserv’s Treachery 

Prerequisite: Drow, assassin, Lolthtouched racial 
power, shade form power 

Benefit: You can expend your Lolthtouched 
power as a free action to regain the use of your shade 
form power. 

Eye of Death and Despair 

Prerequisite: Assassin, assassins shroud power, 
Vistani Heritage 

Benefit: When you use evil eye of the Vistani 
against the target of your assassins shroud power, the 
target instead grants combat advantage and is immo¬ 
bilized until the end of your next turn. 

Ear Shadow 

Prerequisite: Drow, assassin, cloud of darkness 
power 

Benefit: You can use cloud of darkness as an area 
burst 1 within 10 squares. 

Elickering Eortunes 

Prerequisite: Githzerai, assassin, shade form 
power 

Benefit: You can use shade form as a free action 
when you use your second wind. 


Ghostly Voyage 


Prerequisite: Wilden, assassin, voyage of the 
ancients power 

Benefit: When you use voyage of the ancients, you 
also become insubstantial until the end of your next 


Horned Nightmare 

Prerequisite: Minotaur, assassin, shade form power 
Benefit: You gain phasing when you charge while 
benefiting from your shade form power. 

Hunting Shadow 

Prerequisite: Wilden, assassin, assassin’s shroud 
power, pursuit of the hunter power 

Benefit: You teleport instead of shift when using 
pursuit of the hunter. In addition, until the end of your 
next turn, your attacks against the triggering enemy 
deal 1 extra damage for each assassin’s shroud to which 
the target is subjected. 

Insidious Shroud 

Prerequisite: Changeling, assassin, changeling 
trick power, assassin’s shroud power 

Benefit: When you use changeling trick and you 
succeed on the Bluff check, you can use assassin’s 
shroud once against the target even if you have already 
used it on the target this turn. 

Lolth’s Embrace 

Prerequisite: Drow, assassin, darkfire power, 
assassin’s shroud power 

Benefit: When you hit a target with darkfire, you 
can use assassin’s shroud once against the target even if 
you have already used it on the target this turn. 


March 2010 \ DRAGON 38S 






Class Acts.- Assassin 


Menacing Sorcery 

Prerequisite: Assassin, sorcerer, assassin’s shroud 
power 

Benefit: Your ranged sorcerer attacks do not pro¬ 
voke opportunity attacks from a creature subject to 
your shroud. 

Merciless Nature 

Prerequisite: Wilden, assassin, wrath of the 
destroyer power 

Benefit: If the enemy triggering your wrath of 
the destroyer power is subject to one or more of your 
shrouds, you gain combat advantage for the melee 
basic attack or charge attack. 

Murderous Hunter 

Prerequisite: Assassin, ranger, assassin’s shroud 
power 

Benefit: When you invoke your assassins shroud 
and miss the target, you can deal the bonus damage 
from your Hunter’s Quarry to the target if you 
invoked two or more shrouds when you attacked it. 

Roguish Killer 

Prerequisite: Assassin, rogue, assassin’s shroud 
power 

Benefit: When you invoke your assassin’s shroud 
and miss the target, and the target grants combat 
advantage to you, you can deal the bonus damage 
from your Sneak Attack to the target if you invoked 
two or more shrouds when you attacked it. 


Shadoweorged Killer 

Prerequisite: Warforged, assassin, warforged 
resolve power, shade form power 

Benefit: You can expend your warforged resolve 
power as a free action to regain the use of your shade 
form power. 

Spirited Shadows 

Prerequisite: Drow, assassin, cloud of darkness 
power, shadow step power 

Benefit: When you use shadow step while within 
the area of your cloud of darkness power, you can 
instead teleport a number of squares equal to your 
Dexterity modifier. One enemy adjacent to you at the 
end of the teleport grants combat advantage to you 
until the end of your next turn. 

Uncovered Hatred 

Prerequisite: Kalashtar, assassin, shade form 
power 

Benefit: When you use bastion of mental clarity, the 
triggering enemy takes psychic damage equal to your 
Charisma modifier plus 1 damage for each of your 
shrouds on it. 


PARAGON TIER FEAT 


The feat in this section is available to any characters 
of 11th level and above who meet the prerequisites. 


Darkened Soul 

Prerequisite: 11th level, Shadow Initiate feat, 
paragon multiclassing as assassin. 

Benefit: You gain the assassin shade form power. 


About the Author 

Robert J. Schwalb is an award-winning game designer 
whose work can be found in numerous roleplaying source- 
books and accessories. His most recent work can be found in 
the Dark Sun® Campaign Setting, Dark Sun Creature Catalogue, 
Monster Manual ® 3, and the Player’s Handbook® 3. Robert lives 
in Tennessee. 


Word oe Shadow 

Prerequisite: Assassin, bard, majestic word power 
Benefit: When you use majestic word, you can 
choose to give any or all your targets concealment 
until the start of your next turn. 


March 2010 | DRAGON 38S 








Class Acts.- Shaman 



By Russell Jones and Jeramy Pappas 

Illustration by Peter Tikos 


A shaman’s uniqueness in the leader role comes from more than just 
the source of his or her power. Although your shaman character Jills the 
same role as a cleric, warlord, artificer, or hard, how your shaman sees 
the world and leads allies through it are vastly different. Where others see 
actions and consequences, your character sees a writhing vortex of spirits 
underlying every move your shaman and his or her allies make. Much 
like an architect reads a blueprint, your shaman sees life not as a whole 
but as a collection of parts invisible to most of the outside world. 

As your shaman character grows in power, his or her view of the 
spirit world becomes clearer, and you can focus your character’s abilities 
to manipulate and coax more power from the spirits around him or her 
in unique ways. Each shaman character can become a paragon of the 
spirit realm and the natural world. 


March 2010 | DRAGON 38S 






SOUL IGNITER 


“We will burn your evil from the world." 

Prerequisite: Shaman, call spirit companion power 

The essence of fire is the essence of potential. Even 
the smallest flame can become a raging conflagra¬ 
tion, capable of consuming everything in its path. 

Fire is an unstoppable force unmatched by almost 
anything else in the primal world. Likewise, the spirit 
of flame has the capability to consume everything 
it touches, growing with and reshaping the world 
around it. However, every fire spirit starts small; only 
with fuel can it grow. 

As a soul igniter, you imbue the physical being 
with fiery spirits, providing a limitless supply of fuel 
for these powerful forces. This imbued spirit is called 
Soulfire, and it allows your allies to move at the speed 
of a raging wildfire while enhancing their blows with 
burning spiritual flames. As you grow in power, your 
spirit companion also becomes a stronger conduit for 
the spirit of flame, capable of unleashing scorching 
fury at your enemies. 


Soul Igniter Features 

Soulfire (11th level): You gain the soulfire power. 




You call upon primal spirits offlamt 
white-hot fire. 

i to wreathe your target in 


At-Will ♦ Fire, Primal 

Free Action Close burst 10 

Trigger: You or an ally in burst scores a critical hit with an 

Target: The triggering creature 

Effect: Until the end of the target’s next turn, the target gains 
a +2 power bonus to speed, a +2 power bonus to Reflex, 
and deals extra fire damage equal to your Wisdom modifier 
each time he or she hits with an attack. 

Soulfire Action (11th level): When you spend 
an action point, you can use your soulfire power as a 
free action, targeting yourself and two allies in range. 

Fiery Spirit (16th level): If a melee or ranged 
attack deals damage to your spirit companion and 
causes it to disappear, your spirit deals ld6 + your 
Wisdom modifier fire damage to each enemy adja¬ 
cent to it. 


Soul Igniter Powers 


Soul Flare Soul Igniter Attack 11 


Fiery spirits surround and pierce through your enemies, then 
pour into an ally. Your compatriot’s eyes glow with white-hot 
brilliance as waves of heat emanate from his or her body. 

Encounter ♦ Fire, Implement, Primal 

Standard Action Area burst 1 within 10 

Target: Each enemy in burst 

Attack: Wisdom vs. Reflex 

Flit: 2d10 + Wisdom modifier fire damage. 

Effect: You use your soulfire power on one ally in the burst as a 
free action. 


Class Acts.- Shaman 


Soul Furnace Soul Igniter Utility 12 


The air around your allies erupts in licking fire, scorching any 
enemy that dares to come too close. 


Daily ♦ Fire, Primal 

Minor Action Personal 

Effect: Until the end of the encounter, any enemy that starts 
its turn or enters a square adjacent to a creature affected 
by your soulfire power takes fire damage equal to your 
Wisdom modifier. 


Spirit Detonation Soul Igniter Attack 20 


Your spirit companion explodes in a wave of fiery spirits, 
burning your enemies and empowering your allies. 

Daily ♦ Fire, Implement, Primal, Spirit 
Standard Action Close burst spirit 2 

Target: Each enemy in burst 
Attack: Wisdom vs. Reflex 

Flit: 3d10 + Wisdom modifier fire damage. If a creature 
under the effect of your soulfire power is within the burst, 
this attack instead deals 4d10 + Wisdom modifier fire 
damage. 

Miss: Half damage. 


March 2010 | DRAGON 38S 











Class Acts.- Shaman 


STORMCALLER 


“I have seen the power of the great storm, and I choose to 
make it my own. I will cast you aside like a speck of dust on 
the wind.” 

Prerequisite: Shaman, call spirit companion power 

Legend tells of a great spiritual storm that forms 
the center of the natural world. This great, eternal 
upheaval represents the power and feral nature of the 
primal world. Spirits of the great wind ebb and flow 
around spirits of rain and thunder as aspects of light¬ 
ning streak and flash in an eternal, chaotic mass. The 
chaos inherent in the great storm is equal only to the 
power that lies within it. 

Only a powerful shaman can take up the mantle of 
the stormcaller. You can bring temporary order to the 
great storm and bend its power to your will. You call 
forth lightning spirits to empower your companions. 
You summon primal rains and wind to batter and 
bewilder your foes, while sheltering your allies and 
allowing them to move around the battlefield effort¬ 
lessly. Your close ties to the great storm grant you and 
your allies protection from nature’s fury. 


Stormcaller Path 
Features 

Charged Companion (11th level): Whenever 
an enemy hits or misses your spirit companion, that 
enemy takes lightning damage equal to your Wisdom 
modifier. If the attack causes your spirit companion to 
disappear, the enemy takes 5 extra lightning damage 
and is dazed until the end of your next turn. 

Driving Action (11th level): When you spend an 
action point, you can shift a number of squares equal 
to your Wisdom modifier, and each ally within 5 
squares of you can shift 1 square. 

Stormcaller Resistance (16th level): You and 
your spirit companion gain resist 10 thunder and resist 
10 lightning. Each ally adjacent to your spirit compan¬ 
ion gains resist 5 thunder and resist 5 lightning. 

Stormcaller Powers 


Forked Lightning Stormcaller Attack 11 


Spirits of lightning leap from your outstretched fingers, slam¬ 
ming into your enemies then encircling your allies. 

Encounter ♦ Implement, Lightning, Primal 

Standard Action Area burst 1 within 10 

Target: One or two creatures in burst 

Attack: Wisdom vs. Reflex 

Hit: 2d10 + Wisdom modifier lightning damage. 

Effect: Until the end of your next turn, each ally within the 
burst deals extra lightning damage equal to your Wisdom 
modifier each time it hits an enemy with an attack. 



You summon torrents of rain spirits from the great storm, 
concealing your allies and making your enemies more 
susceptible to nature’s fiery. 


Daily ♦ Primal, Zone 

Minor Action Area burst 2 within 5 

Effect: The burst creates a zone that lasts until the end of the 
encounter. Each ally within the zone gains concealment. 
Each enemy that enters the zone or starts its turn there 
gains vulnerable 5 lightning and vulnerable 5 thunder. 


Spirit Cyclone Stormcaller Attack 20 


Ancient winds spiral around your spirit companion, sending 
your enemies to their knees and allowing your allies to move 
with incredible speed. 

Daily ♦ Implement, Primal, Spirit, Zone 
Standard Action Close burst spirit 2 

Target: Each enemy in burst 
Attack: Wisdom vs. Fortitude 

Hit: 4d8 + Wisdom modifier damage, and the target falls 
prone. 

Miss: Half damage. 

Effect: The burst creates a zone that lasts until the end of the 
encounter. Any ally within the zone can shift 3 squares to 
another square within the zone as a move action. 


March 2010 \ DRAGON 38S 













Class Acts.- Shaman 


ANIMUS PREDATOR 

“You might not realize it now, but this is really going to 
hurt.” 

Prerequisite: Shaman, call spirit companion power 

At the core of every creature lies the animating spirit 
that gives life or mobility, called the animus. The 
shaman sees the animus in the spirit world as one of 
the most fundamental forces required for life. There¬ 
fore, striking at or manipulating this spirit is akin to 
changing the very fiber of a creature’s being, turning 
a huge advantage into the weakness that brings about 
your enemy’s downfall. 

A shaman who walks the path of the animus 
predator has a simple philosophy: When you see no 
weakness, create one. By manipulating the animus, 
you make your foes weak to your allies’ attacks. You 
strip away resistances and immunities, leaving your 
target open to devastating blows. You give your com¬ 
panions the perfect weapon to bring true devastation 
to your enemies. 


Animus Predator 
Path Features 

Breaching Spirit (11th level): Attacks made 
against any enemy adjacent to your spirit companion 
ignore insubstantial. When you use a spirit power to 
damage a creature that has regeneration, the regener¬ 
ation doesn’t function until the end of your next turn. 

Predator Action (11th level): When you spend 
an action point to take an extra action, one enemy 
adjacent to your spirit companion gains vulnerable 5 
damage until the end of your next turn. 

Spiritual Piercing (16th level): When you 
complete an extended rest, choose a damage type. 
Your attacks and attacks made by each ally adjacent 
to your spirit companion ignore the first 10 points of 
resistance to that damage type, and the attacks treat 
a creature with immunity to that damage type as if it 
had resist 20 to that damage type instead. 

Animus Predator Powers 


Exposing Spirit Animus Predator Attack 11 


Your spirit companion lashes out, leaving an aura around 
your foe that exposes a previously hidden weakness. 

Encounter ♦ Implement, Primal, Spirit 
Standard Action Melee spirit 1 

Target: One creature 
Attack: Wisdom vs. Will 

Hit: 2d6 + Wisdom modifier damage. The target gains vulner¬ 
able 10 against one damage type of your choice until the 
end of your next turn. 


A shimmering spirit attaches to your enemies, peeling away 
their natural and magical defenses and imparting them to 
your allies. 


Daily ♦ Primal, Spirit, Zone 
Minor Action Close burst spirit 2 

Effect: The burst creates a zone that lasts until the end of the 
encounter. When you use this power, choose an enemy 
you can see. Each ally within the zone gains resist 10 to 
all damage types to which that enemy has resistance or 
immunity. 


Animus Strike Animus Predator Attack 20 


Your spirit companion lashes out in a devastating strike, caus¬ 
ing your opponent to reel in pain. Now, the foe’s every attack 
has become another opening for your allies. 


Daily ♦ Implement, Primal, Spirit 
Standard Action Melee spirit 1 

Effect: Choose one of the following types of damage: acid, cold, 
fire, force, lightning, necrotic, radiant, or thunder. Make the 
following attack. 

Target: One creature 
Attack: Wisdom vs. Will 

Hit: 4d8 + Wisdom modifier damage of the type you chose 
and ongoing 10 damage of the type you chose (save ends). 
Miss: Half damage. 

Effect: Whenever the target hits one of your allies with an at¬ 
tack, the target takes damage of the type you chose equal 
to your Wisdom modifier (save ends). 


March 2010 j DRAGON 38S 













Class Acts.- Shaman 


SCION OF RENEWAL 

“We are bathed in the spirits of the great river. Nothing you 
do can bring us harm.” 

Prerequisite: Shaman, call spirit companion power 

One of most ancient of shamanistic practices focuses 
on the river of renewal, an ancient, all-encompassing 
flow of spiritual energy that protects living things and 
allows them to heal. Tribal elders invoke the river 
of renewal to cleanse plagues, grow crops destroyed 
by pestilence, and help close the wounds of war. No 
sickness exists that this powerful energy cannot cure. 
Many shamans who strive to end suffering and bring 
healing to their people seek to be bathed in the spirits 
of the river. 

As a scion of renewal, you invoke spirits from the 
river to cleanse your allies. Through your power, the 
body’s natural healing is accelerated, making it able 
to better fight off diseases and effects of a natural and 
magical nature. You can call on the spirits of the river 
to strike at your foes, leaving behind an aura of heal¬ 
ing for your allies. Your spirit companion becomes 
a fount of spiritual energy from the river of renewal, 
taking on a watery appearance as it provides a never- 
ending supply of pure energy to bolster those around 
it. 


Scion of Renewal 
Path Features 

Fountain of Life (11th level): Your healing spirit 
power uses d8s instead of d6s to determine the bonus 
healing received by an ally adjacent to your spirit 
companion. The target of your healing spirit power can 
choose not to regain the hit points from spending a 
healing surge and instead make a saving throw. 

Mending Action (11th level): When you spend 
an action point, each ally adjacent to your spirit com¬ 
panion can regain hit points equal to your Wisdom 
modifier. 

Striking Surge (16th level): When an ally adja¬ 
cent to your spirit companion uses his or her second 
wind, he or she also gains a +2 bonus to attack rolls 
and damage rolls until the end of his or her next turn. 

Scion oe Renewal Powers 


Renewing Wash Scion of Renewal Attack 11 


A glistening spirit envelops your foe, allowing nearby allies to 
shrug off the evils of battle. 

Encounter ♦ Implement, Primal 

Standard Action Close blast 3 

Target: One enemy in blast 

Attack: Wisdom vs. Reflex 

Hit: 2d8 + Wisdom modifier damage. 

Effect: Each ally within the blast can make a saving throw as a 
free action against an effect that a save can end. 


Rain of Renewal Scion of Renewal Utility 12 


Gleaming spirits rain down on your allies, bobtering their 
bodies’ ability to ward off wounds and disease. 


Daily ♦ Healing, Primal, Zone 
Minor Action Area burst 2 within 5 

Effect: The burst creates a zone that lasts until the end of the 
encounter. Each ally within the zone gains a +2 power 
bonus to saving throws and cannot contract diseases from 
enemy attacks. Any bloodied ally gains regeneration 5 
while within the zone. You can move the zone 5 squares as 
a minor action. 


Purging Wave Scion of Renewal Attack 20 


A wave of spirits crashes down, battering your enemies and 

submerging your allies in the river of renewal. 

Daily ♦ Implement, Primal 

Standard Action Area burst 2 within 10 

Target: One, two, or three enemies in burst 

Attack: Wisdom vs. Fortitude 

Hit: 3d10 + Wisdom modifier damage. Choose one ally within 
the burst subject to an effect that a save can end. That ef¬ 
fect ends as if the ally had succeeded on a saving throw. 

Miss: Half damage. 

Effect: Each ally within the burst gains regeneration 10 until 
the end of your next turn. 

Sustain Standard: The effect persists. 


About the Authors 

Russell Jones and Jeramy Pappas currently work in TV 
news, but would prefer to sit around and think about dwarves 
and goblins all day. They live in Arkansas, where they prowl 
the night looking for sparkly vampires to stake or a decent 
gaming store, whichever comes first. This is their second 
article for Dragon ® magazine. 


March 2010 | DRAGON 38S 










CtASS Acts.- Fighters 



By Daniel Jones 

Illustration by Alexey Aparin 


Shields have always been a dominant 
image in the fighter mythos. Combat¬ 
ants recognize the celebrated knight by 
the fearsome coat of arms on his or her 
shield. The vigilant guardian raises one 
to protect friends from dragon-fire. The 
fallen hero is carried home on his or her 
shield, which serves as the best reminder 
of the duty he or she gave his or her 
life to accomplish. This article provides 
numerous tools for characters who wish to 
continue that iconic tradition. 

Below are new feats, powers, items, and more that 
you can use to reflect your character’s mastery with 
a shield. These options allow your fighter to wield 
a shield as something greater than a mere boost to 
defense. Instead it becomes an integral component of 
your arsenal. 


FIGHTER POWERS 

Fighters who choose to wield shields have many 
options that allow them to focus on that choice. Sev¬ 
eral of the powers detailed below require the fighter 
to strike with a shield rather than a more conven¬ 
tional melee weapon. 

Level 1 At-Will Exploit 


Shield Feint Fighter Attack 1 


With subtle movements and misdirection, you use your shield 
to keep your opponent unsure about your next attack. 

At-Will ♦ Martial, Weapon 

Standard Action Melee weapon 

Requirement: You must be using a shield. 

Target: One creature 
Attack: Strength vs. AC 

Hit: 1 [W] + Strength modifier damage, and you gain a +3 pow¬ 
er bonus to your next attack roll against the target before 
the end of your next turn. 

Level 21: 2[W] + Strength modifier. 


March 2010 \ DRAGON 38S 







Class Acts.- Fighters 


Level 1 Encounter Exploit Level 2 Utility Exploit 


Level 5 Daily Exploit 


Sweeping an attack aside, you strike with your shield while 

You shove an ally out of hart 

ns way with your shield. 

your foe is out of position. 

Encounter ♦ Martial 


Encounter 4 Martial 

Minor Action 

Melee 1 


Immediate Reaction Melee 1 

Requirement: You must be using a shield. 

Trigger: An enemy adjacent to you hits or misses you or an ally 
with a melee attack 
Target: The triggering enemy 
Attack: Strength + 3 vs. Fortitude 
Level 11: Strength + 6 vs. Fortitude 
Level 21: Strength + 9 vs. Fortitude 
Flit: 1 dl 0 + Strength modifier damage, and you push the tar¬ 
get 1 square. You then shift 2 squares to a square adjacent 
to the target. 

Level 1 Daily Exploit 


Shove and Slap 


As you push away the foe in front of you, you greet another 
with the cold surface of your shield. 

Daily ♦ Martial 

Standard Action Melee 1 

Requirement: You must be using a shield. 

Primary Target: One creature 
Primary Attack: Strength + 3 vs. Fortitude 
Level 11: Strength + 6 vs. Fortitude 
Level 21: Strength + 9 vs. Fortitude 
Flit: 2d10 + Strength modifier damage, and you push the pri¬ 
mary target a number of squares equal to 1 + your Wisdom 
modifier. You can shift 1 square into the space your target 
occupied. 

Miss: Half damage, and you push the primary target 1 square. 
Effect: Make a secondary attack. 

Secondary Target: One creature other than the primary 

Secondary Attack: Strength + 3 vs. Fortitude 
Level 11: Strength + 6 vs. Fortitude 
Level 21: Strength + 9 vs. Fortitude 
Hit: Strength modifier damage, and the secondary target is 
dazed (save ends). 


Requirement: You must be using a shield. 

Target: One ally 

Effect: You push the target 3 squares. Then you can mark an 
enemy adjacent to you until the end of your next turn. 

Level 3 Encounter Exploit 


An attack gets through, but before the attacker can withdraw, 
you smash your shield down upon it with crippling force. 

Encounter ♦ Martial 

Immediate Interrupt Melee 1 

Requirement: You must be using a shield. 

Trigger: An enemy adjacent to you hits you or an ally with a 
melee attack 

Target: The triggering enemy 
Attack: Strength + 3 vs. Fortitude 
Level 11: Strength + 6 vs. Fortitude 
Level 21: Strength + 9 vs. Fortitude 
Hit: 1 dl 0 damage, and the target is weakened until the end of 


As your opponents guard against the relentless fury of your 
weapon, you surprise them with a shield attack that shows 
them you mean business. 

Daily ♦ Martial 

Standard Action Melee 1 

Requirement: You must be using a shield. 

Target: One creature 
Attack: Strength + 4 vs. AC 
Level 11: Strength + 6 vs. AC 
Level 21: Strength + 9 vs. AC 
Hit: 3d10 + Strength modifier damage. 

Miss: Half damage. 

Effect: You mark each enemy within 5 squares of you who cai 
see you until the end of your next turn. 

Level 6 Utility Exploit 

Just the sight of your shield keeps the memory of its use fresh 
in the minds of your enemies. 

Daily 4 Martial, Stance 

Minor Action Personal 

Requirement: You must be using a shield. 

Effect: Until the stance ends, enemies take a -2 penalty to 
Fortitude while adjacent to you. 


rch2010 | DRAGON 38S 

















Class Acts.- Fighters 


Level 7 Encounter Exploit Level 10 Utility Exploit 


Level 15 Daily Exploit 


Armored Assault _Fighter Attack 7 


Burying your shoulder into your shield, you plow forward 
through any foe. 

Encounter ♦ Martial 

Standard Action Melee 1 

Requirement: You must be using a shield. 

Effect: You move your speed. At one point during this 
movement, you can make the following attack. 

Target: One enemy 
Attack: Strength + 4 vs. Fortitude 
Level 1 1: Strength + 6 vs. Fortitude 
Level 21: Strength + 9 vs. Fortitude 
Flit: 1 dl 0 + Strength modifier damage, and you slide the tar¬ 
get 1 square and knock it prone. 

Level 9 Daily Exploit 


Shield and a Hard Place Fighter Attack 9 


Having maneuvered your foe into a disadvantageous position, 
you lunge and trap it with your shield. 

Daily ♦ Martial 

Standard Action Melee 1 

Requirement: You must be using a shield. 

Target: One creature that is prone, adjacent to blocking terrain, 
or adjacent to an ally 
Attack: Strength + 6 vs. Fortitude 
Level 21: Strength + 9 vs. Fortitude 
Flit: 2d10 + Strength modifier damage, and the target is 
grabbed. Until the grab ends, when the target starts its 
turn, it takes damage equal to your Strength modifier. 

Miss: Half damage, and you slide the target 1 square. 

Special: When charging, you can use this power in place of a 
melee basic attack. 


Shield Deflection Fighter Utility 10 


Attacks rebound from your shield to find new targets. 

Daily ♦ Martial 

Immediate Interrupt Personal 

Trigger: An attack against your AC or Reflex misses you 
Effect: Choose a creature within 2 squares of you and within 
range of the triggering attack, including the triggering 
attacker. The attacker repeats the attack against that 
creature. 

Level 13 Encounter 
Exploit 


Shield Bearer’s Vendetta Fighter Attack 13 


When an enemy successfully attacks, you and your shield pun¬ 
ish thefoe-and any other enemies nearby. 

Encounter ♦ Martial 

Immediate Reaction Close hurst 1 

Requirement: You must be using a shield. 

Trigger: An enemy hits you or an ally adjacent to you with a 
melee attack 

Effect: You can shift 2 squares to a square adjacent to the 
triggering enemy. 

Target: Each enemy in burst you can see 
Attack: Strength + 6 vs. Reflex 
Level 21: Strength + 9 vs. Reflex 
Hit: 1 dl 0 + Strength modifier damage, and the target is dazed 
until the end of its next turn. 




While you at 
your way. 

r e safely behind your shield, nothing can stand in 


Daily ♦ Martial 

Standard Action Melee 1 

Requirement: You must be using a shield. 

Effect: You move your speed. Each time you enter a square 
adjacent to an enemy, make the following attack against 
that enemy. You cannot attack the same enemy more than 
once with this power. 

Target: One enemy 
Attack: Strength + 7 vs. Fortitude 
Level 21: Strength + 9 vs. Fortitude 
Hit: 2d10 + Strength modifier damage, and you slide the tar¬ 
get 1 square and knock it prone. 

Miss: Half damage. 

Level 16 Utility Exploit 


Shield Clamor Fighter Utility 16 


The clanging of your weapon against your shield is a rallying 
cry for your allies. 

Encounter ♦ Martial 

Standard Action Close burst 5 

Requirement: You must be using a shield. 

Target: Each enemy in burst you can see 
Effect: You mark the target until the end of your next turn. In 
addition, when the target makes an attack that does not 
include you as a target before the end of your next turn, 
you can charge the target as an immediate interrupt. If you 
hit the target with the attack at the end of the charge, the 
target also falls prone. 


March 2010 | DRAGON 38S 














Class Acts.- Fighters 


FEATS 

To provide your fighter character with further shield- 
based options, consider choosing one of the following 
feats. 

Heroic Tier Feats 

The following feats are suitable for any character who 
meets the prerequisite. 

Encouraging Shield 

Prerequisite: Fighter 

Benefit: Your shield bonus also applies to your 
Will defense. 

Unbalancing Shield Shove 

Prerequisite: Fighter 

Benefit: When you hit with an opportunity attack 
while using a shield, the target grants combat advan¬ 
tage until the end of your next turn. 

Paragon Tier Feats 

Feats in this section are available to any characters of 
11th level and above who meet the prerequisites. 

Hindering Shield 

Prerequisite: 11th level, fighter 
Benefit: Whenever you pull, push, or slide a crea¬ 
ture with an attack while you are using a shield, you 
can also slow that creature until the start of your next 


Ubiquitous Shield 

Prerequisite: 11th level, fighter 
Benefit: While you are using a shield, enemies 
gain no bonus to attack rolls for having combat advan¬ 
tage against you. 

PARAGON PATH 

Fighting with multiple shields might appeal to the con¬ 
cept behind your fighter. If so, the following paragon 
path could help you further customize your character. 


Snapping Testudo Path Eeatures 


Two Shield Action (11th level): When you 
spend an action point to take an extra action while 
using two shields, you gain a +4 bonus to all defenses 
until the end of your next turn. 

Two-Fold Defense (11th level): While you are 
wielding two shields, increase the shield bonus one 
grants by +1. 

Behind the Shell (16th level): When you are 
in the way of a ranged attack against an ally, that 
ally has superior cover from your position instead of 
normal cover. 


Snapping Testudo 

“Only one shield? I might as well fight naked!” 

Prerequisite: Fighter, proficiency with shields 

Both legend and conventional wisdom suggest that 
dwarves first developed the style of fighting that 
exchanged a weapon for an extra shield. Being stal¬ 
wart by nature, they appreciated a tactic that might 
favor those who stand fast. Being stubborn by nature, 
they vigorously pursued something counterintuitive 
until they made it work. 

The other races only experimented with the 
testudo style as tales of the dwarf testudos’ exploits 
began to spread. Today, members of all races can 
become testudos, but all still study the teachings of 
those first dwarf masters. 

As a snapping testudo you exchange some of your 
damage potential for extreme defense and greater 
control of the battlefield. With your awe-inspiring 
shields and savvy, you force your enemies to fight 
where you want them to fight, and then cripple them 
whether or not they oblige. 


Snapping Testudo Exploits 

Withferodous strengthyou slamyour shields together, crush¬ 
ing opponents between them os though with enormousjaws. 
Encounter ♦ Martial 
Standard Action Melee I 

Requirement: You must be wielding two shields. 

Target: One or two creatures 
Attack: Strength + 6 vs. Reflex 
Level 21: Strength + 9 vs. Reflex 
Hit: 2d8 + Strength modifier damage, and the target is dazed 
until the end of your next turn. 

Effect: If you hit two targets with this power, slide one 2 
squares to a square adjacent to both the other target and 


Shielded Snapping Testudo Utility 12 

Aggression 


While safe within your shielded shell, you attack with greater 
power and strike your foes harder. 

Daily 4 Martial, Stance 

Minor Action Personal 

Requirement: You must be wielding two shields. 

Effect: Until the stance ends, whenever you hit an enemy while 
using a shield, you can choose to slide the target 1 square 
or increase by 1 square any forced movement that the at¬ 
tack already grants. 


March 2010 \ DRAGON 38S 










Class Acts.- Fighters 


Paddlewheel Snapping Testudo Attack 20 


You spin through the battlefield like a tornado, using your 
shields to buffet and repositionfoes as you go. 

Daily ♦ Martial 

Standard Action Melee 1 

Requirement: You must be wielding two shields. 

Effect: You shift 2 squares. 

Primary Target: One or two creatures 
Primary Attack: Strength + 8 vs. Reflex 
Hit: 2d10 + Strength modifier damage, and you slide the pri¬ 
mary target 2 squares and knock the primary target prone. 
Miss: Half damage, and you slide the primary target 1 square. 
Effect: You shift up to 2 squares and make a secondary attack. 
Secondary Target: One or two creatures that are not 
primary targets 

Secondary Attack: Strength + 8 vs. Reflex 
Hit: 2d10 + Strength modifier damage, and you slide 
the secondary target 2 squares and knock the secondary 
target prone. 


MAGIC ITEMS 


The following shield options could be just what you 
need for your fighter when he or she next heads out 
on an adventure. 


Dragontooth Shield_Level 7 


Made to resemble a massive dragons tooth, this shield can be 
a deadly weapon. 

Lvl 7 2,600 gp 

Item Slot: Arms 
Shield: Any 

Property: This shield is considered a military weapon and 
can be used as a one-handed melee weapon with +2 
proficiency, 1 d6 damage, pick, high crit, off-hand. It grants 
a +2 enhancement bonus to attack rolls and damage rolls 
when used as a melee weapon, and it deals 2dl 2 extra 
damage on a critical hit. 


1 Fighting Shield 

Level 1 1 

This shield quivers on your arm, eager to ti 

iste blood with its 

sharpened edge. 


Lvl 1 360 gp 


Item Slot: Arms 


Shield: Any 



Property: This shield is considered a military weapon and 
can be used as a one-handed melee weapon with +3 
proficiency, 1 d6 damage, heavy blade, off-hand. It grants 
a +1 enhancement bonus to attack rolls and damage rolls 
when used as a melee weapon, and it deals 1 d6 extra 
damage on a critical hit. 


1 Soul Shield 

Level 18 1 

This shield of rough obsidian chills the spirit a 

s well as the 

flesh. 


Lvl 18 85,000 gp 


Item Slot: Arms 


Shield: Any 



Property: This shield is considered a military weapon and 
can be used as a one-handed melee weapon with +2 
proficiency, 1 d8 damage, axe, off-hand. It grants a +4 
enhancement bonus to attack rolls and damage rolls when 
used as a melee weapon, and it deals 4d12 extra damage 
on a critical hit. 

In addition, when you reduce an enemy to 0 hit points 
with this shield, you gain a +2 power bonus to your next 
attack roll before the end of your next turn. 


Sun Shield Level 13 


This golden disc flares with radiance as you wield it. 

Lvl 12 13,000 gp 

Item Slot: Arms 
Shield: Any 

Property: This shield is considered a military weapon and 
can be used as a one-handed melee weapon with +3 
proficiency, 1 d6 damage, heavy blade, off-hand. It grants 
a +3 enhancement bonus to attack rolls and damage rolls 
when used as a melee weapon, and it deals 3d12 extra 
radiant damage on a critical hit. 

Power (At-Will ♦ Radiant): Minor Action. The shield sheds 
bright light within 10 squares, and melee attacks made 
with the shield deal radiant damage instead of other dam¬ 
age types. You can end this effect as a minor action. 


About the Author 

This is Daniel Jones’s first article for Dragon® magazine. 
Now he has a loving and beautiful wife, they’re expect¬ 
ing their first child, and he’s written for the Dungeons & 
Dragons® game. Dreams do come true. 


March 2010 j DRAGON 38S 











Class Acts.- Sorcerer 


By Jeff Morgenrotk 

Illustration by Sarah Stone 

All chaos sorcerers tap the Elemental Chaos for their power, but while most use that 
plane’s raw energy to unleash wildly devastating spells, others find subtler applications. 
For these sorcerers, the entropic forces leaking into the world are not manifested as de¬ 
structive magic, but as the unseen antithesis of natural laws. They use it to defy prob¬ 
ability and undermine reality with formless chaos, bending events to their whims with 
what appears to be exceedingly good luck. 

These chaos sorcerers find ways to win against all odds. With reckless bravado 
they throw themselves into dangerous situations, trusting in one fortunate coincidence 
after the next. Many with this devil-may-care attitude find the life of a swashbuckling 
adventurer appealing, while others approach chaos as a calculated means to accomplish 
their goals. For them it might be a way to ignore or subvert the limitations of reality-to 
cheat, even though chaos can never be fully mastered. The greatest paragons of chaos 
manipulation are the luckbenders, who wander the world playing games against reality 
with a stacked deck, wagering their lives for glory and thrills. 

Are you feeling lucky, sorcerer? 




March 2010 | DRAGON 38S 







Class Acts.- Sorcerer 


PLAYING WITH CHAOS 

Your link to the Elemental Chaos is constantly felt 
in the world around you, manifesting as a near con¬ 
tinuous source of good fortune. In reality, you are a 
living rift between planes, allowing invisible tendrils 
of chaos to wreak subtle havoc in your environment, 
but in your favor. Simply put, you bend reality so that 
you often appear to be in the best place at the best 
possible time. You might accompbsh this by focusing 
your thoughts towards a specific result, or you might 
merely remain optimistic that your luck will hold 
true. Either way, when the forces of chaos take over, 
you manage to convince them to obey your urges and 
bend reality to your will. 

Heroic Tier 
Sorcerer Feats 

Beginner’s Luck 

Prerequisite: Sorcerer, Wild Magic class feature 
Benefit: Before making an untrained skill check, 
choose even numbers or odd numbers. If the result 
of the d20 roll for that skill check matches the kind 
of number selected, you gain a feat bonus to that skill 
check equal to your Charisma modifier. 

Distracting Coincidences 

Prerequisite: Sorcerer, Wild Magic class feature 
Benefit: Targets you slide with sorcerer attacks or 
your Unfettered Power take a -2 penalty to AC until 
the end of your next turn. 


Opportune Chaos Burst 

Prerequisite: Sorcerer, Wild Magic class feature 

Benefit: When you make your first attack roll 
each turn, choose odd numbers or even numbers. 

If you chose odd and the result on the die is an odd 
number, your Chaos Burst class feature allows you to 
roll two saving throws against effects that a save can 
end. If you chose even and the result on the die is an 
even number, your Chaos Burst class feature grants 
you a +3 bonus to AC until the start of your next turn. 


Unlucky Teleport 


Eortunate Resistance 

Prerequisite: Sorcerer, Wild Magic class feature 
Benefit: When you roll for your Wild Soul resis¬ 
tance, choose 1-5 or 6-10. If the result of your first 
die roll is within the range selected, you can choose 
any result to replace that die roll. 

Gambler’s Initiative 

Prerequisite: Sorcerer, Wild Magic class feature 
Benefit: Before rolling an initiative check, choose 
even numbers or odd numbers. If the result of the 
d20 roll for that initiative check matches the type of 
number selected, you gain a feat bonus to that initia¬ 
tive check equal to your Charisma modifier. 

Lucky Shot 

Prerequisite: Sorcerer, Wild Magic class feature 
Benefit: When you use a daily sorcerer attack 
power or a daily sorcerer paragon path attack power, 
for one attack roll choose even numbers or odd num¬ 
bers. If the result of the d20 roll matches the type of 
number selected, you gain a feat bonus to the damage 
roll against the target equal to your Charisma modi¬ 
fier for this attack. 

Paragon Tier Feats 

Coincidental Success 

Prerequisite: Sorcerer, Wild Magic class feature 
Benefit: Once per encounter when you make a 
skill check as a part of a skill challenge, choose 1-10 
or 11-20. If the result of the d20 roll for that skill 
check is within the range selected, you automatically 
earn one success for that skill challenge. 


Prerequisite: Sorcerer, Wild Magic class feature 
Benefit: Enemies you teleport with sorcerer 
powers or with sorcerer paragon path powers or class 
features take ldlO psychic damage. 


GAMES OF CHANCE 

Although these rules use guessing the results of 
dice rolls to determine additional effects, a fun 
alternative might be to use other iconic games 
of chance. Consider flipping a coin and calling 
heads or tails, or guessing a draw of red or black 
from a deck of standard poker cards instead 
of guessing odd or even or guessing a number 
range. Incorporate these items into your char¬ 
acter’s motif to create a memorable gambler 
persona. 


March 2010 \ DRAGON 38S 








Class Acts.- Sorcerer 


Level 2 Utility Spell 



You must have been in the right place at the right time. 

Daily ♦ Arcane 

Free Action Personal 

Trigger: You miss a target with a sorcerer attack power. 

Effect: Reroll the triggering attack roll. If you still miss the tar¬ 
get even after the reroll, you take psychic damage equal to 
your Charisma modifier and regain the use of this power at 
the start of your next turn. 



You manipulate the chaos of battle surrounding an ally and 
transfer some of their luck to you. 

Daily ♦ Arcane 

Free Action Personal 

Trigger: An ally within 10 squares makes an attack. 

Effect: Before the ally makes his or her first attack roll for the 
triggering attack, choose 1 -10 or 11 -20. If the result on 
the die for the attack roll of the triggering attack is within 
the range selected, you gain a +5 power bonus to damage 
rolls until the end of your next turn. Otherwise, you gain a 
+2 power bonus to damage rolls until the end of your next 


Level 6 Utility Spell 



“Let’s take a chance-I’ve got a good feeling about this one.” 


Encounter ♦ Arcane 

Free Action Personal 

Trigger: An ally within 5 squares makes an attack. 

Effect: Before the ally makes his or her first attack roll for the 
triggering attack, choose 1 -10 or 11 -20. If the result on 
the die for the attack roll of the triggering attack is within 
the range selected, you gain a power bonus to damage rolls 
against that target equal to 5 + your Charisma modifier 
until the end of your next turn. 


Level 10 Utility Spell 


Weave Luck Sorcerer Utility 10 


Chaos intervenes all around, creating good luck for you and 
misfortune for your enemies. 

Daily ♦ Arcane 
Minor Action Personal 

Effect: Until the end of the encounter, when you miss an 
enemy with an attack roll, you gain one of the following 
benefits: If the result of the die is even, you slide the target 
1 square as a free action. If the result on the die is odd, 
you gain a +2 power bonus to your next attack roll made 
against that target before the end of your next turn. 


Level 16 Utility Spell 



With high hopes, you trust in chance to empower your attack. 

Encounter ♦ Arcane 
Free Action Personal 
Trigger: You make a damage roll. 

Effect: Reroll the damage roll, and use the new result. If the 
new result is higher than the triggering damage roll’s result, 
you deal extra damage equal to your Charisma modifier. If 
the new result is lower, you take psychic damage equal to 
your Charisma modifier. 

Level 22 Utility Spell 


1 Fool’s Luck 

Sorcerer Utility 22 1 

“What can I say? Thingsjust tu 

rn out my way” 


Daily ♦ Arcane 

Free Action Personal 

Trigger: You roll a skill check, ability check, or attack roll and 
dislike the result. 

Effect: Reroll the triggering roll. If you roll a natural 20, you 
regain the use of this power at the end of your next turn. 


PARAGON PATH: 
LUCKBENPER 

“Never tell me the odds.” 


Prerequisite: Sorcerer, Wild Magic class feature 

As a luckbender, your manipulation of chance is 
a way of life. You’re accustomed to turning failure 
into success and cheating your way through danger¬ 
ous situations. As your connection to the Elemental 
Chaos grows stronger, you can influence chaos in the 
actions of others, as well as place wagers on your own 
fate by using attacks and abilities that open up the 
full potential of chance to intervene on your behalf. 
With this path, you might make deliberate wagers 
on the whims of chaos, or swagger with the assured 
confidence of a master gambler. Either way, luck is on 
your side. 

Luckbender Path Features 

Chaos Soul (11th level): When you roll initiative, 
you can reroll your Wild Soul resistance and keep the 
new result. 

Luckbender’s Action (11th level): When you 
spend an action point to make a sorcerer attack, 
choose 1-10 or 11-20. If the result on the die for the 
first attack roll you make as a part of that attack is 
within the range selected, you regain the use of your 
lowest-level sorcerer encounter attack power. 

Lucky Number (16th level): You score a critical 
hit with sorcerer and luckbender attack powers on a 
result of 19-20. 


March 2010 | DRAGON 38S 













Class Acts.- Sorcerer 


Luckbender Spells 


Fortunate Turn of Events Luckbender Attack 11 


An enemy’s failed attack triggers a welcome, though suspi¬ 
ciously convenient hacklashfiom a nearby hazard. 

Encounter ♦ Arcane, Implement, Varies 
Immediate Reaction Ranged 10 

Trigger: An enemy within 10 squares misses you with an 
attack 

Target: The triggering attacker and each enemy adjacent to it 
Attack: Charisma vs. Reflex 

Hit: 2d8 + Charisma modifier damage. The damage is of one 
type you resist with your Wild Soul class feature (if you 
have multiple resistances from your Wild Soul feature, 
choose one type). If you rolled an even number on this 
attack roll, the target is knocked prone. If you rolled an odd 
number on this attack roll, you slide the target 3 squares. 


Even the Odds Luckbender Utility 12 


“Real sorcerers make their own luck.” 

Daily ♦ Arcane 

Free Action Close burst 5 

Trigger: You, an ally, or an enemy in the burst makes an attack 
roll, skill check, or saving throw. 

Effect: Roll 1 d6, and either add or subtract the result from the 
triggering roll. 


Just Not Their Day Luckbender Attack 20 


You trigger an unending series of painful complica¬ 
tions, coincidences, and calamities that strike your enemy 
simultaneously. 

Daily ♦ Arcane, Implement, Varies 
Standard Action Ranged 10 

Target: One creature 

Effect: Before making the following attack, choose 1 -10 or 
11 -20. If the result on the die for the attack roll is within 
the range you chose, this attack deals 2d12 extra damage, 

Attack: Charisma vs. Reflex 

Hit: 3d12 + Charisma modifier damage and you slide the 
target 3 squares and knock it prone. The damage is of one 
type you resist with your Wild Soul class feature (if you 
have multiple resistances from your Wild Soul feature, 
choose one type). 

Miss: Half damage, and you slide the target 1 square. 


SUPERIOR IMPLEMENTS 


The following new superior implements follow all of the same rules as the superior implements 
found on page 195 of Player’s Handbook 3. 

Daggers: An accurate dagger is a lean weapon with a very narrow blade, resembling a sti¬ 
letto. An incendiary dagger features a wavy blade that was forged by tiefling weapon makers 
using ancient techniques of Bael Turath. A lancing dagger is made of metal drawn from tall 
mountains and features two jagged edges, giving it the shape of a lightning bolt. A resonating 
dagger has a thick, wide blade that narrows only slightly as it approaches the tip, and can only be 
made from the steel of a melted-down warhammer. 


Daggers 

Price 

Weight 

Properties 

Accurate dagger 

25 

1 

Accurate 

Incendiary dagger 

22 

1 

Energized (fire), unerring 

Lancing dagger 

15 

1 

Empowered crit, energized (lightning) 

Resonating dagger 

25 

1 

Energized (thunder), forceful 


About the Author 

Lurking in the outskirts of Seattle, Jeff Morgenroth has mas¬ 
tered fires of endless academia and the soulless drudgery of 
the skittering rat-race, at last making his pact with the baleful 
entities at Wizards of the Coast. He edited a portion of Mon¬ 
ster Manual 2, and it is prophesized that his name will defile 
the pages of more books soon. 


March 2010 j DRAGON 38S 












Class Acts.- Swordmage 

By Matt James 

Illustration by John Stanko 


Weaving intricate spells using beauty, 
the Spellbinders are revered for their 
dedication and their focus in blending 
both the martial and arcane arts. 

Grand Magiavant Thracius is one of the wisest and 
most sought-after swordmages in the known world, 
and he also serves as the leader of a guild of warrior- 
mages revered by many in the arcane community. His 
small concordant group, known as the Spellbinders, 
consists of highly trained and specialized individuals 
who dedicate themselves to the principles of weaving 
magic through martial training. 

Spellbinders are black sheep in many social cir¬ 
cles, having forsaken true dedication to conventional 
spellcasting by integrating martial disciplines in their 
studies. However, they are not in any way inferior, 
as they prove time and time again in their various 
victories across the known world. Many kings and 
emperors alike have enlisted the help of the Spell¬ 
binders to help sway the tide of battles and ultimately 
win wars. 


Spellbinders come from arcane academies and 
are chosen from among students that might some 
might consider to be lacking in spellcasting ability. 
Nothing could be further from the truth. Many of 
these youngsters find that the unorthodox training 
required to be a swordmage suits their styles much 
better than other training. 

Once harvested from the clutches of their tradi¬ 
tional life, Spellbinder hopefuls receive training in 
formal martial arts, utilizing swordplay to enhance 
their scholarly understanding of magic. Each under¬ 
goes a series of trials that serves to instruct the 
pupil and allow instructors to evaluate the student’s 
progress. A Master Spellbinder, called a Rubicant, 
carefully watches over each pupil and guides him or 
her on a path of pure balance. Once they have mas¬ 
tered each of the trials, seven in total, they receive 
a special weapon upon graduation that serves as 
much as an award as it does a functional tool for 
their profession. 



TM & © 2010 Wizards of the Coast LLC. All rights reserved. 


March 2010 j DRAGON 38S 








Class Acts.- Swordmage 


SPELLS 


Level 7 Encounter Spell 


Level 15 Daily Spell 



Rubicant’s Assault Swordmage Attack 15 1 

further options that help draw the Spellbinders into You summon afoe to vour sidt , lashinfj out against it 

y° Ur 8 ame - Encounter ♦ Arcane, Force, Implement, Teleportation 

Standard Action Close hurst 3 

1 EVE1 1 TYaTIV 1 Target: One enemy in burst 

V 1 01 tLL Attack: Intelligence vs. Will 

Hit: 2d6 + Intelligence modifier force damage, and you can 
teleport the target to a square adjacent to you. 

Ancient words resonate around you as your blade relentlessly 
assaults your opposition. 

Daily ♦ Arcane, Cold, Fire, Teleportation, Weapon 

Standard Action Melee weapon 

Effect: You can teleport 5 squares. 

Primary Target: Each enemy adjacent to you that you can see 
Primary Attack: Intelligence vs. AC 

You pour arcane energy into improving your aegis. 

Daily ♦ Arcane, Lightning, Teleportation, Weapon LEVEL 13 ENCOUNTER SPELL 

Immediate Reaction Melee weapon 

Target: The triggering enemy You call forth to your foe, chastising it for its impertinence. 

Effect: You teleport the target to a square adjacent to you and Encounter ♦ Arcane, Cold, Implement, Teleportation 

make the following attack. Standard Action Ranged 5 

Attack: Intelligence vs. AC Target: Qne enemy 

Hit: 2[W] + Intelligence modifier damage, and the target takes Attack: | nte ||igence vs. Fortitude 

5 ongoing lightning damage (save ends). H it: 1d10 + | nte |[jgence cold damage. You weaken the target 

Miss: Half damage, and the target takes 5 extra lightning until the start of your next turn and can te | eport the target 

damage. t0 a S q Uare adjacent to you. 

Hit: 2[W] + Intelligence modifier fire damage. 

Miss: Half damage. 

Effect: You can teleport 5 squares and make a secondary 
attack. 

Secondary Target: One enemy other than a primary target 
Secondary Attack: Intelligence vs. AC 

Hit: 2[W] + Intelligence modifier cold damage, and the second¬ 
ary target is dazed (save ends). 

Miss: Half damage. 

Level 16 Utility Spell 

Level 2 Utility Spell 

You create a barrier of protection for you and your allies. 

Daily ♦ Arcane, Zone 

Minor Action Close burst 2 

A ring of magical energy washes out from you, clinging to 
your allies’ weapons. 

Effect: The burst creates a zone that lasts until the end of 
the encounter. While in the zone, you and each ally gain 
resistance to fire, cold, and lightning damage equal to your 
twice your Intelligence modifier. 

Daily ♦ Arcane, Varies 



Minor Action Close burst 5 

Target: Each weapon you or an ally is wielding in burst 
Effect: Choose fire, cold, lightning, or force. The targeted 
weapon deals this kind of damage until the end of your 

Sustain Minor: The effect persists until the end of your nex 


March 2010 \ DRAGON 38S 




















Class Acts.- Swordmage 


Level 17 Encounter Spell Level 29 Daily Spell 


Elemental Detention Swordmage Attack 17 


The lightning dancing on your blade leaps to your foe and 
holds it in place. 

Encounter ♦ Arcane, Lightning, Weapon 
Standard Action Melee weapon 

Target: One creature 
Attack: Intelligence vs. AC 

Hit: 2[W] + Intelligence modifier lightning damage, and the 
target is restrained until the end of your next turn. 


Level 27 Encounter Spell 


1 Calm the Flames 

Swordmage Attack 27 1 

You cool your enemies’ ardor fo\ 
from their bodies. 

' battle by drawing the heat 


Encounter ♦ Arcane, Cold, Implement 
Standard Action Close burst 2 

Target: Each enemy in burst 
Attack: Intelligence vs. Fortitude 

Hit: 3d10 + Intelligence modifier cold damage, and the target 
is slowed and dazed until the end of your next turn. 


Transdimensional Swordmage Attack 29 

Invasion 


You teleport back and forth across the battlefield, dragging 
your enemies with you as you go. 

Daily ♦ Arcane, Force, Teleportation, Weapon 
Standard Action Close burst 5 

Target: Each enemy in burst 
Attack: Intelligence vs. AC 

Hit: 5[W] + Intelligence modifier force damage, and you can 
teleport the target to any square in the burst. 

Miss: Half damage, and you can teleport the target to any 
square in the burst. 

Effect: You can teleport to any square in the burst. 

MAGIC ITEM 

This weapon is granted to swordmages who have 
gone through rubicant training as a Spellbinder. 


Rubicant Blade Level 8+ 


This beautiful and ornate weapon has seven runes inscribed 
on the blade and vibrates with power when held. 

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp 

Lvl 13 +3 17,000 gp Lvl 28 +6 2,12 5,000 gp 

Lvl 18 +4 85,000 gp 

Weapon: Any one-handed weapon 
Enhancement: Attack rolls and damage rolls 
Critical: +1 d6 per plus 

Property: When a power allows you to teleport, you can add 1 
square to that distance. 

Property: While this weapon is bonded to you with the 
swordmage Swordbond class feature, any other creature 
takes a -2 penalty to attack rolls with this weapon. 

Power (Daily): Move Action. You can teleport yourself and one 
or two allies within 5 squares of you up to 5 squares. 


About the Author 

Matt James is a disabled combat veteran, having earned a 
Bronze Star and Purple Heart from his recent service in the 
United States Army. When not freelance writing for the Dun¬ 
geons & Dragons® game, he works on developing his wehsite 
( http://www.loremaster.org) . 


March 2010 \ DRAGON 38S 










Class Acts: WIZARD 

By Daniel Marthaler 

Illustration by William O'Conner 



Let others concern themselves with the cheap thrills of flashy pyrotechnics. 
Together we will walk a path of truer power. What good is a momentary 
blast of fire when we can call forth a blazing beast from the fiery heart of 
the Elemental Chaos itself and bind it to our whim? Those with 
the will and mettle to break a raging demon’s spirit find great rewards 
come with the very real risk to body and soul that accompanies 
conjuring such creatures. For those without: Professor Fleeney’s course on 
setting things on fire is down the hall and to your right. 

—Dwarren Hathford, professor of summoning 
and conjuration, in an introductory 
speech to new students 

Summoning as wizards know it does not rely on helpful or even friendly beings coming 
to their aid. Rather, their arcane powers tear dangerous and hostile creatures from the 
Elemental Chaos and other exotic locations throughout the planes and bind them in 
a semblance of servitude. This compulsion is powerful, but the summoned creatures 
struggle endlessly against their eldritch bonds, and their natural inclinations take over 
if the wizard’s attention waivers for long. Many would-be summoners have met their 
ends at the hands of their own summoned creatures, unable to control that which they 
called, but the lure such power holds draws ever more to risk themselves in its pursuit. 


March 2010 | DRAGON 38S 



Class Acts.- Wizard 


A NOTE ON SUMMONING 

All the powers presented here follow the rules 
for summoning powers found in the Player’s 
Handbook 2 (page 221), but with a couple of new 
mechanics included as well. 

Symbiosis: Each power includes a symbiosis 
effect. The symbiosis entry grants you a par¬ 
ticular effect for which you gain the benefit as 
long as the summoned creature is present. Sum¬ 
moned creatures (and their attacks) can never 
benefit from the symbiosis effects of summoning 
powers. 

Intrinsic Nature: Each of these summoning 
powers includes an intrinsic nature entry that 
details what actions the summoned creature 
takes if you do not give it any other commands. 
Remember that the creatures you summon are 
extremely dangerous and might not appreci¬ 
ate being compelled to serve a mortal wizard: 
When an intrinsic nature refers to a “creature” 
it includes you and your allies, not just enemies. 
It might be prudent to keep in mind that a minor 
action command can be quite useful in both 
maneuvering your summoned creature (say, 
with a move or shift) and preventing its intrinsic 
nature from coming into play. 


Level 1 Daily Spells 


Summon Dretch Wizard Attack 1 


A nauseating stench and puff of brimstone herald the arrival 
of a loathsome, drooling dretch. 

Daily ♦ Arcane, Implement, Summoning 
Minor Action Ranged 10 

Effect: You summon a Small dretch in an unoccupied space 
within range. The dretch has speed 5. If the dretch is 
reduced to 0 hit points, creatures adjacent to it take 5 
poison damage. You can give the dretch the following 
special command. 

Standard Action: Melee 1; targets one or two creatures; 
Intelligence vs. Reflex; 2d6 + Intelligence modifier damage. 
Intrinsic Nature: If you haven’t given the dretch any com¬ 
mands by the end of your turn, it attacks or charges the 
nearest creature and makes its listed attack (above) in place 
of a melee basic attack. If it cannot attack or charge, it 
moves 5 squares toward the nearest creature. In addition, 
you take 1 d6 damage each time you take a standard or 
move action before the end of your next turn. 

Symbiosis: While the summoned dretch is present, each 
creature you hit with a basic or at-will attack takes S 
damage if it makes an attack before the end of its next turn, 
after it makes the attack. 


Summon Dust Devil Wizard Attack 1 


Loose objects skitter about as the air whips round, coalescing 
into a whirling elemental. 


Daily ♦ Arcane, Implement, Summoning 

Minor Action Ranged 10 

Effect: You summon a Small dust devil in an unoccupied space 
within range. The dust devil has speed 8. You can give the 
dust devil the following special command. 

Standard Action: Close burst 1; targets each creature in 
burst; Intelligence vs. Reflex; IdIO + Intelligence modifier 
damage, and the dust devil slides the target 2 squares. 

Intrinsic Nature: If you haven’t given the dust devil any com¬ 
mands by the end of your turn, it attacks an adjacent 
creature. If it can’t do that, it moves its speed toward the 
nearest creature. In addition, you fall prone. 

Symbiosis: While the summoned dust devil is present, you 
gain a +2 power bonus to speed and a +4 power bonus to 
all defenses against opportunity attacks. 


Level 5 Daily Spells 


Summon Imp Wizard Attack 5 


With a crack and a flash of blood-red light, a tiny winged devil 
appears, scorpionlike tail held ready. 

Daily ♦ Arcane, Implement, Poison, Summoning 
Minor Action Ranged 10 

Effect: You summon a Small imp in an unoccupied space 
within range. The imp has speed 4, fly 6 (hover), and resist 
5 fire. You can give the imp the following special command. 

Standard Action: Melee 1; targets one creature; 
Intelligence vs. Reflex; 1 d8 + Intelligence modifier damage, 
and ongoing 5 poison damage (save ends). The imp 
becomes invisible until the start of your next turn. 

Intrinsic Nature: If you haven’t given the imp any commands 
by the end of your turn, it attacks an adjacent enemy that 
grants it combat advantage. If it can’t do that, it turns invis¬ 
ible and moves its speed to a square adjacent to an enemy. 
In addition, you grant combat advantage to all enemies 
until the end of your next turn. 

Symbiosis: While the summoned imp is present, you deal 1d6 
extra poison damage with attacks when your target grants 
you combat advantage. 


March 2010 \ DRAGON 38S 









Class Acts.- Wizard 


Summon Magma Beast Wizard Attack 5 


Erupting into being with a blast of searing heat comes a 
magma beast, eager to incinerate your foes. 

Daily ♦ Arcane, Fire, Implement, Summoning 
Minor Action Ranged 10 

Effect: You summon a Medium magma beast in an unoccupied 
space within range. The magma beast has speed 4 (8 while 
charging) and resist 5 fire. You can give the magma beast 
the following special command. 

Standard Action: Melee 1; targets one creature; 
Intelligence vs. Reflex; 1 dl 0 + Intelligence modifier fire 
damage, and the target takes ongoing 5 fire damage and is 
slowed (save ends both). 

Intrinsic Nature: if you haven’t given the magma beast any 
commands by the end of your turn, it attacks an adjacent 
creature or charges the nearest creature it can charge and 
makes its listed attack (above) in place of a melee basic 
attack. Otherwise, it moves its speed toward the nearest 
enemy. In addition, you are slowed until the end of your 

Symbiosis: While the summoned magma beast is present, you 
can shift 2 squares as a move action. Each creature that you 
hit with a basic or at-will attack cannot shift until the end 
of its next turn. 

Level 9 Daily Spells 


Summon Hell Hound Wizard Attack 9 


You summon a burning, houndlike creature that bays with the 
voice of a raging inferno. 

Daily ♦ Arcane, Fire, Implement, Summoning 
Minor Action Ranged 10 

Effect: You summon a Medium hell hound in an unoccupied 
space within range. The hell hound has speed 7 and resist 
10 fire. Any creature that enters a square adjacent to it or 
starts its turn there takes 5 fire damage. You can give the 
hell hound the following special command. 

Standard Action: Close blast 3; targets each creature in 
blast; Intelligence vs. Reflex; 2d6 + Intelligence modifier 
fire damage. 


Intrinsic Nature: If you haven’t given the hell hound any com¬ 
mands by the end of your turn, it makes its attack against 
at least one enemy, targeting as many creatures as possible. 
If it can’t target any enemies, it moves its speed toward the 
nearest enemy. In addition, you take 5 fire damage. 

Symbiosis: While the summoned hell hound is present, you 
deal 1d6 extra fire damage with close and area attacks, and 
each creature that hits you with melee attacks takes 1 d6 
fire damage. 


Summon Succubus Wizard Attack 9 


With a puff of perfumed brimstone, a succubus saunters into 
the world at your call. 

Daily ♦ Arcane, Charm, Implement, Summoning 
Minor Action Ranged 10 

Effect: You summon a Medium succubus in an unoccupied 
space within range. The succubus has speed 6, fly 6, and 
resist 10 fire. You can give the succubus the following spe¬ 
cial command. 

Standard Action: Ranged 5; targets one creature; 
Intelligence vs. Will; 1 dl 0 + Intelligence modifier damage, 
and the target is dominated until the end of your next turn. 
Once a creature has been dominated, the target cannot be 
dominated by the succubus again this encounter. 

Intrinsic Nature: If you haven’t given the succubus any com¬ 
mands by the end of your turn, it shifts 1 square and at¬ 
tacks you or your nearest ally within range. 

Symbiosis: While the summoned succubus is present, each 
creature you hit with a basic or at-will attack takes a -4 
penalty to attacks rolls made against you until the end of 


Level 15 Daily Spells 


Summon Stormstone Fury Wizard Attack 15 


A hulking elemental of stone and living thunder answers your 
summons with a sound akin to cracking rock and rumbling 
thunder. 

Daily ♦ Arcane, Implement, Thunder, Summoning 
Minor Action Ranged 10 

Effect: You summon a Medium stormstone fury in an unoccu¬ 
pied space within range. The stormstone fury has speed 6 
and resist 10 thunder. You can give the stormstone fury the 
following special commands. 

Standard Action: Area burst 2 within 10; targets 
each creature in burst; Intelligence vs. Reflex; 1dl2 + 
Intelligence modifier thunder damage. A target in the 
origin square of the burst takes 2d8 extra damage if hit. 
Intrinsic Nature: If you haven’t given the stormstone fury any 
commands by the end of your turn, it makes its attack tar¬ 
geting as many creatures as possible. In addition, you take 
5 thunder damage and fall prone. 

Symbiosis: While the summoned stormstone fury is present, 
you deal 2d6 extra thunder damage with area attacks, and 
each creature in the origin square of your area attacks takes 
2d6 thunder damage if you miss. 


March 2010 j DRAGON 38S 










Class Acts.- Wizard 


Summon Vrock Wizard Attack 15 


Afoul smelling, feathered demon screeches into being, wicked 
talons flexing in anticipation of tearing flesh. 

Daily ♦ Arcane, Implement, Poison, Summoning 
Minor Action Ranged 10 

Effect: You summon a Large vrock in an unoccupied space 
within range. The vrock has speed 6 and fly 8. You can give 
the vrock the following special command. 

Standard Action: The vrock moves its fly speed and 
makes the following attack at one point during the 
movement; melee 2; targets one creature; Intelligence vs. 
Reflex; 2dl 0 + Intelligence modifier damage. The vrock 
does not provoke opportunity attacks for this movement 
from the target of its attack. 

Intrinsic Nature: if you haven’t given the vrock any commands 
by the end of your turn, it makes its attack against the near¬ 
est creature. If it can’t reach any targets, it moves its speed 
toward the nearest creature. In addition, you takel 0 poison 
damage and you lose your minor action on your next turn. 
Symbiosis: While the summoned vrock is present, you do not 
provoke opportunity attacks for moving, and you deal 2d6 
extra poison damage with attacks that stun or daze targets. 

Level 19 Daily Spells 


Summon Couatl Wizard Attack 19 


An ancient incantation summons a benevolent, winged, 
snake like couatl to your aid. 

Daily ♦ Arcane, Implement, Lightning, Radiant, Summoning 
Minor Action Ranged 10 

Effect: You summon a Large couatl in an unoccupied space 
within range. The couatl has speed 6, fly 8 (hover), and is 
immune to being immobilized or restrained. You can give 
the couatl the following special command. 

Standard Action: Ranged 20; targets one creature; 
Intelligence vs. Reflex; 2d10 + Intelligence modifier 
lightning and radiant damage, or 3d10 + Intelligence 
modifier lightning and radiant damage against demons. 
Intrinsic Nature: If you haven’t given the couatl any commands 
by the end of your turn, it shifts 1 square and attacks the 
nearest creature within range. In addition, you take 10 radi¬ 
ant damage and the couatl pushes you 2 squares. 


Level 25 Daily Spells 


Punishing winds blast outward as a churning creature of stone 
and whipping air bursts into being. 


Symbiosis: While the summoned couatl is present, if you 
take radiant damage from a creature other than the couatl 
you summoned, your attacks deal 2d6 extra radiant 
damage until the end of your next turn. Additionally, you 
make saving throws against immobilized and restrained 
conditions at the start of your turn as well as at the end of 


Summon Rockfire 

Wizard Attack 19 1 

Dreadnought 

_zz_ 


You summon a durable elemental minionfrom a fiery region 
of the Elemental Chaos. 

Daily ♦ Arcane, Fire, Implement, Summoning 
Minor Action Ranged 10 

Effect: You summon a Large rockfire dreadnought in an unoc¬ 
cupied space within range. The rockfire dreadnought has 
speed 8, a +2 bonus to AC, and resist 10 fire. Any creature 
that enters a square adjacent to it or starts its turn there 
takes 10 fire damage. You can give the rockfire dread¬ 
nought the following special command. 

Standard Action: Melee 2; targets one creature; 
Intelligence vs. Reflex; 2d10 + Intelligence modifier fire 
damage. 

Intrinsic Nature: If you haven’t given the rockfire dreadnought 
any commands by the end of your turn, it attacks the 
nearest enemy within its reach. If no enemies are within 
its reach, it attacks the nearest creature within reach of it. 
Otherwise it moves its speed toward the nearest enemy. In 
addition, you take 10 fire damage and take a -2 penalty to 
AC until the end of your next turn. 

Symbiosis: While the summoned rockfire dreadnought is 
present, you gain a +2 power bonus to AC and each 
creature that hits you with a melee attack takes 5 fire 
damage. 


Daily ♦ Arcane, Implement, Summoning 
Minor Action Ranged 10 

Effect: You summon a Large earthwind ravager in an unoc¬ 
cupied space within range. The ravager has fly 8 (hover). 
You can give the earthwind ravager the following special 
command. 

Standard Action: Ranged 5; targets one creature; 
Intelligence vs. Fortitude; 3d8 + Intelligence modifier 
damage, and the target is immobilized until the end of the 
earthwind ravager’s next turn. 

Intrinsic Nature: If you haven’t given the earthwind ravager 
any commands by the end of your turn, it shifts 1 square 
and attacks the creature it attacked last. If it can’t attack 
the creature it attacked last, it attacks the nearest creature 
within range. In addition, you take 10 damage and you are 
immobilized until the end of your next turn. 

Symbiosis: While the summoned earthwind ravager is present, 
when you hit a target with a basic or at-will attack, you 
push the target 2 squares. Additionally, each enemy that 
starts its turn immobilized, restrained, or slowed by you 
takes 2d8 damage. 


March 2010 \ DRAGON 38S 










Class Acts.- Wizard 


Summon Marilith Wizard Attack 25 


Bleeding gashes in the air appear as a many-armed demon 
slashes its way into reality at your summons. 

Daily ♦ Arcane, Implement, Summoning 
Minor Action Ranged 10 

Effect: You summon a Large marilith in an unoccupied space 
within range. The marilith has speed 8. You can give the 
marilith the following special command. 

Standard Action: The marilith makes three of 
the following attacks: Melee 2; targets one creature; 
Intelligence vs. Reflex; 2dl 0 + Intelligence modifier 
damage (3d10 + Intelligence modifier damage against 
bloodied creatures), and the marilith shifts 2 squares. 
Intrinsic Nature: If you haven’t given the marilith any com¬ 
mands by the end of your turn, it attacks the nearest ene¬ 
my within its reach, or the nearest creature within its reach 
if no enemies are within its reach, using its listed attack 
(above). If no enemies are within its reach, it moves 
its speed toward the nearest enemy. In addition, you 
takel 5 damage (20 if you are bloodied). 

Symbiosis: While the summoned marilith is present, you can 
shift 1 square whenever you hit with a basic or at-will 
attack. Additionally, when an adjacent enemy misses you 
with a melee attack, you can make a basic or at-will attack 
that includes that enemy as a target as an opportunity 
action. This attack does not provoke opportunity attacks. 


Level 29 Daily Spells 


Summon Balor Wizard Attack 29 


The very air screams as if in pain and the ground cracks and 
blackens as reality struggles against the emergence of the ter¬ 
rible fiend called forth by your magic. 

Daily ♦ Arcane, Fire, Implement, Lightning, Summoning 
Minor Action Ranged 10 

Effect: You summon a Huge balor in an unoccupied space 
within range. The balor has a speed of 8, a fly speed of 12 
(clumsy), resist 25 fire, and creatures that start their turns 
within 2 squares of the balor take 10 fire damage. You can 
give the balor the following special command. 

Standard Action: Melee 5; targets one creature; 
Intelligence vs. Reflex; 4d10 + Intelligence modifier fire and 
lightning damage, and the balor slides the target 5 squares 
into an unoccupied space adjacent to the balor. 

Intrinsic Nature: If you haven’t given the balor any commands 
by the end of your turn, it attacks the nearest creature within 
its reach. If there are no creatures within its reach it moves 
its speed toward the nearest enemy. Additionally, if you are 
within its reach, the balor makes its melee attack against you. 
Symbiosis: While the summoned balor is present, each 
creature that hits you with melee attacks take 10 fire 
damage, and you deal 15 extra fire and lightning damage 
with basic, at-will, and encounter powers. 


Summon Djinn Stormcaller Wizard Attack 29 


A peal of thunder sounds as a whirling storm cloud explodes 
into being, a resplendent, pale-skinned humanoid visible 
within it. 


Daily ♦ Arcane, Implement, Lightning, Summoning, 

Thunder 

Minor Action Ranged 10 

Effect: You summon a Large djinn in an unoccupied space 
within range. The djinn has speed 6, fly 8 (hover), and resist 
15 thunder. You can give the djinn the following special 
command. 

Standard Action: Close burst 2; targets creatures in 
burst; Intelligence vs. Reflex; 3d10 + Intelligence modifier 
lightning and thunder damage. Effect: The djinn slides the 
target 3 squares. 

Intrinsic Nature: If you haven’t given the djinn any commands 
by the end of your turn, it shifts its speed and makes its at¬ 
tack, trying to catch as many creatures in the burst as pos¬ 
sible. In addition, you take 10 thunder damage, fall prone, 
and are restrained until the end of your next turn. 

Symbiosis: While the summoned djinn stormcaller is present, 
gain fly speed 8 (hover), and you can teleport 3 squares 
either before or after you make a basic or at-will attack as a 
free action. Powers you use that push or pull targets instead 
slide them an equal number of squares. 


About the Author 

Daniel Marthaler is an avid gamer with soaring delusions of 
grandeur and dreams of breaking into the industry. Despite 
being 6’ 3”, he has a peculiar love of the wee races that popu¬ 
late the game, most notably the gnomes and kobolds. 


March 2010 | DRAGON 38S 










Winning Races.* DEVA 


By Rodney Thompson 

Illustration by Sarah Stone & Eva Widermann 


"W W alike other races, devas have a skewed perspective on 
m m concepts such as mortality and legacy. Devas do not 

die and pass into the realm of the dead like other races. 
Instead, they become bodiless spirits that inhabit the spirit 
realm of the world, drifting for years in a dreaming state, only 
to be reborn again in an adult deva body. Wicked devas 
are reborn as rakshasas, and many believe that redeemed 
rakshasas are reborn as devas. 


The following two epic destinies touch on many of the 
concepts of immortality and rebirth that make the deva so 
unique. The first, the disincarnate, is good for characters 
who want to experiment with the ideas of rebirth as a 
rakshasa and the renewal of life as a deva. The latter, the 
soul of the world, focuses on the concept of reincarnation 
and shows what happens when a reincarnated spirit is 
reborn in the body of a deva. 


March 2010 | DRAGON 38S 



DISINCARNATE 


The time of your death and rebirth is uponyou, but 
whether you return as a deva or as a rakshasa has yet to be 
determined. 

Prerequisite: 21st level, deva, memory of a thou¬ 
sand lifetimes power 

Death holds few mysteries for the devas, who know— 
for a fact—that a new life waits for them beyond death. 
However, uncertainty comes in the form of the ques¬ 
tion of whether the deva is reborn as a deva, or as a 
rakshasa, depending on the wickedness of the deva’s 
life. Many devas believe that being affected by curses 
or dying particularly vile deaths can corrupt their 
souls, transforming the most benevolent deva into a 
rakshasa in his or her next life. 

You, however, have broken through the barriers 
of knowledge to peer into the future of your disincar- 
nation, the time when you become a bodiless entity 
drifting through the spirit realm. You know that death 
is soon to be upon you, but not before you have attained 
your destiny. You have already mastered the power 
bestowed upon your soul as a disincamate, and you can 
wield those powers while you yet live. For you, disincar- 
nation holds no uncertainty, because you know that you 
can forge your next life with your actions in this one. 


Having already tapped into the same mystical 
power that bestows constant rebirth upon your soul, 
you can call upon abilities granted only to disincar- 
nated deva spirits and rakshasas, becoming more 
than who you are and, instead, becoming a manifes¬ 
tation of who you might yet be. You have reached into 
the mystical afterlife waiting for all devas and drawn 
back a fragment of the power that makes such mir¬ 
acles possible. You see not just your own future, but 
many possible futures, and you can alter the winds of 
fortune to guarantee the reincarnation you seek. 

Immortality 

You live half in the present, and half in the future as a 
disincarnated spirit. As the present catches up to the 
future, you draw closer to the fate that you have forged. 

Destined Rebirth: In the days, weeks, and 
months leading up to the completion of your Destiny 
Quest, you wield powers that are supposed to be pos¬ 
sessed only by devas in their spiritual state. As you 
do so, you steer yourself toward your own eventual 
rebirth, either by using those powers for good deeds, 
or for wicked. 

When you have at last achieved that which you 
were destined to do, you know that you can finally 
shed your current form and move on to the afterlife 
you have forged. As all devas do, you relieve your 
spirit of your body, but unlike other devas you spend 
no time in a state of bodiless dreaming between 
lives. Each time you die, you are reborn instantly in 
the form that you chose (either as a deva, or as a rak¬ 
shasa), full of the knowledge that you gained during 


Winning Races.- Deva 


your last life. Each time you die, the wheel of fate 
spins you out into the world, in a form chosen by you, 
and with the ability to wield the powers that bestow 
the miraculous reincarnation upon your race. 


Disincarnate Features 

Certain Destiny (21st level): You increase your 
Wisdom score by 2, and you choose one other ability 
score to increase by 2. 

Deceptive Veil (21st level): You gain the decep¬ 
tive veil power. 


Deceptive Veil Disincarnate Feature 


You weave an illusion over yourself that shields your true iden¬ 
tity from others. 

At-Will ♦ Illusion 
Minor Action Personal 

Effect: You disguise yourself to appear as any Medium hu¬ 
manoid. Your clothing and equipment alter appearance 
to reflect this change. The illusion does not alter sound or 
texture, so a creature listening to you or touching you might 
detect the illusion. A creature can see through the disguise 
with a successful Insight check versus the your Bluff check. 

Fate Manipulation (21st level): When an enemy 
within 10 squares of you makes an attack roll, skill 
check, ability check, or saving throw, you can expend 
your memory of a thousand lifetimes power as a free 
action to subtract the same die type you would roll for 
that power from the triggering check. 

Bodiless Dreaming (24th level): Once per day 
when you die, you return to the world as a bodiless 
disincarnation of your former self. You regain hit 
points equal to your bloodied value, your old body dis- 


March 2010 \ DRAGON 38S 








Winning Races.- Deva 


perses into motes of light, and you appear as a spectral 
force floating over the battlefield in the square where 
you died. Until your next short rest, you are insubstan¬ 
tial, you have phasing and a fly speed equal to your 
speed (you can hover, but have a maximum altitude of 
2 squares), and when you use your memory of a thou¬ 
sand lifetimes power you roll 2 dice instead of 1, using 
either result. After you take a short rest, you appear in 
your new body in a flash of radiant light. 

Fate of the Fallen Star (30th level): You become 
immune to radiant and necrotic damage. Addition¬ 
ally, when you make a death saving throw, you can 
choose any result for your d20 roll. 

DlSINCARNATE POWER 


Rakshasa Incarnation Disincarnate Utility 26 


For a moment, you give in to the darker side of your 
disincarnation and transform into a rakshasa, your 
potential future self. 

Daily ♦ Polymorph 

Minor Action Personal 

Effect: You take on the form of a rakshasa until the end of the 
encounter. While in this form, your unarmed attacks have 
a +3 proficiency bonus and a +6 enhancement bonus, have 
dl 0 damage die, are treated as a high crit weapon, and 
deal +5d6 damage on a critical hit. You gain low-light vi¬ 
sion while in this form. 

Additionally, while in this form you can make the following 
at-will attack: 

Standard Action Ranged 10 

Target: One creature 

Attack: Charisma, Intelligence, or Wisdom +9 vs. Will 
Hit: The target takes a free action to make an at-will attack 
of your choice against a creature of your choice. This action 
does not provoke opportunity attacks. 


You have an uncanny sense of time unlike that 
possessed by your fellow devas. Also, unlike other 
devas, you cannot say for certain that you will be 
reborn again with the knowledge of your past lives, 
and you must seize this rare chance to make use of 
the memories you possess. With knowledge of the 
world from the dawn of time, you have a chance to 
see the greater picture and gain the kind of scope you 
need to make history-altering changes that frequently 
remain only within the domain of gods. 

Immortality 


SOUL OP THE WORLD 

You have lived a thousand lifetimes, but not all of them as 
a deva. Your soul has wandered the planes in many bodies, 
and you have learned to unlock your knowledge of those 
past lives and livelihoods. 

Prerequisite: 21st level, deva 

The soul of a deva is reborn each time it dies, leaving 
the deva with relatively fresh memories from past 
lifetimes. However, some spirits are reincarnated 
over and over again throughout the centuries, each as 
different races and with different professions. When 
one of these reincarnating spirits is reborn as a deva, 
it creates an unusual situation where the deva can 
recall past lives beyond those recalled by most devas. 

You are one of these few who can cast their 
thoughts far back in time, calling upon memories of 
lives as humans, elves, dwarves, and other races. You 
might have memories of life as a dragonborn warrior 
defending the walls of an Arkhosian fortress, and 
maybe you recall the First Days when you and your 
fellow elves first walked the forests of the world. You 
remember being among the dwarf crafters as you laid 
the foundation for the first buildings in Hammerfast, 
and the taste of bitter betrayal as you stood with your 
fellow tieflings in the ashes of Bael Turath. 


The knowledge of life as many different people, rang¬ 
ing all the way back to the earliest days of the most 
ancient races, informs your perspective and reminds 
you that memories, knowledge, and skills still live on 
deep in the minds of others. 

Immortal World Walker: As you draw closer 
to the completion of your Destiny Quest, more and 
more memories begin to flood your mind from lives 
both recent and ancient. As the memories threaten 
to overwhelm your own personality, you learn to har¬ 
ness their knowledge and perform miracles that you 
would not have normally thought you could achieve. 

When you have embraced your destiny, you fully 
merge with the memories of your past lives; no longer 
do they surface from time to time, but you call upon 
them at will, as though you had experienced all they 
had to offer in this lifetime. You transcend who you 
are, becoming, instead, an amalgamation of everyone 


March 2010 \ DRAGON 38S 









Winning Races.- Deva 


you have ever been. This transformation permeates 
every fiber of your being, including your physical form, 
and you cease to be troubled by mortal concerns such 
as aging or a natural death. You have walked the world 
from its most ancient days, and continue to do so, full 
of memories dating back to the first days of creation. 

Soul of the World 
Features 

Past Spirit (21st level): Choose a race other than 
your own. You are considered a member of that race 
for the purpose of meeting feat prerequisites. If that 
race has any racial encounter powers, you gain one of 
your choice. 

At 24th level, you choose a second race and gain 
the same benefits with it. 

Strengthened by the Past (21st level): You 
increase your Intelligence and your Wisdom scores 
by 2. 

Knowledge of Ancient Lives (24th level): 
Choose any class. You can choose a power from this 
class or your class any time you gain a new class 
power or retrain a class power. 

One with All Past Lives (30th level): During a 
short rest, you can swap any one of your encounter 
attack powers for any encounter attack power of the 
same level from any other class. This swap lasts until 
your next short rest. You can have only one of your 
powers swapped out in this manner at a time. 


Soul oe the World Power 


Past Life Soul of the World Utility 26 

Manifestation 


You reach back into the past, summoning your former self to 
replace you for a time. 

Daily 

No Action Personal 
Trigger: You drop to 0 hit points or fewer 
Effect: You regain hit points equal to your bloodied value. 
Choose any race and class. You change your form to ap¬ 
pear as a member of that race and class and gain one of 
that race’s racial encounter powers, if any, and one of the 
chosen class’s level 22 utility powers until the end of your 
next extended rest. 

Additionally, you can use memory of a thousand lifetimes an 
additional time this encounter. 

About the Author 

Rodney Thompson is an RPG developer and designer at 
Wizards of the Coast. Originally from Chattanooga, TN, 
his credits for the Dungeons & Dragons game include the 
Eberron Campaign Guide and Martial Power II, and he is the 
lead developer for the Dark Sun campaign setting books. 
Rodney is also the lead designer and developer of all of the 
Star Wars Roleplaying Game Saga Edition books. 







Winning Races.- 

Fighting Styles of the Valenar 


By Craig Bishell 

Illustration by Alexey Aparin 



The thunder of charging hooves, the flash of whirling 
scimitar blades, and entreaties to emulate the deeds 
of revered ancestors are the sounds and images that 
spring to mind when one talks of the elves of Valenar. 
The martial traditions of the Valenar elves are 
founded on three pillars: mastery of curved blades, 
fighting from the back of specially bred horses, and 
upholding the honor of past heroes. 

Mastery of curved blades traditionally covers the 
double scimitar, scimitar, and falchion as demon¬ 
strated by the Valenar Weapon Training feat (see 
below). Although this feat covers three weapons, typi¬ 
cally your character should specialize with one that 
matches his or her class and concept. Those favoring 
two-handed weapons, such as avengers, barbarians, 
and fighters with the two-handed weapon talent and 
battlerager fighter class features, prefer the falchion. 
Classes favoring fighting with a main and offhand 
weapon, such as fighters with the tempest fighter 
class feature or rangers with the double scimitar 
fighting style feat (see below), prefer the double scimi¬ 
tar. Finally, classes who wish to keep a hand free to 
carry a shield or implement, such as fighters with the 
one-handed weapon talent, paladins, swordmages—at 


least those without the Valenar Weapon Warding feat 
(see below)—warlords and wardens, prefer to wield a 
scimitar. 

Regardless of the specific weapon you favor, 
Valenar swordplay flows and takes advantage of 
superior elven speed and accuracy. Valenar elves 
can frustrate enemies by making heavy use of their 
racial ability to shift into or through difficult terrain, 
maneuver opponents into corners, or strike and then 
retreat to a position of safety. To capture the feel of a 
Valenar elf, you should choose feats and powers that 
build upon these racial strengths, such as Defen¬ 
sive Mobility, Elven Precision, Evasion, Flanking 
Maneuver, Scimitar Dance, Two-Weapon Defense, 
Two-Weapon Fighting, Two-Weapon Flurry, Uncanny 
Dodge, Unfettered Stride, Weapon Expertise, and 
Weapon Focus. 

No finer breed of horse can be found across Eber- 
ron than the Valenar warhorse, which shares the 
elven traits of speed and maneuverability. Although 
some elves use the same weapons from horseback 
as on foot, many prefer weapons that are less cum¬ 
bersome and that extend their threat range against 
enemies. Those favoring ranged weapons, such as 


March 2010 \ DRAGON 38S 



Winning Races.- Elves 


rangers and some warlords and bards, prefer the 
shortbow. Defense-minded characters who can use 
one-handed weapons, such as wardens, paladins, war¬ 
lords, and fighters, prefer shield and javelin or spear. 
Characters aiming for maximum damage potential, 
such as fighters using two-handed weapons and bar¬ 
barians stick to a longspear or other polearm. One 
rarely sees an avenger or swordmage on horseback, 
since the mount is usually incompatible with their 
various shifts and teleports around the battlefield. 

A Valenar and his or her horse behave together 
much the same as an elf on foot—albeit over a greater 
area—using superior speed and maneuverability to 
strike hard and fast and then withdraw from repri¬ 
sals to a safe distance or location. They look to move 
around blocking enemies or terrain and strike at the 
heart of opponents’ lines, where they threaten leaders 
and artillery while leaving the rank-and-file soldiers 
for allies to handle. When facing solos or large brutes, 
they prefer to use their range and maneuverability 
to set up flanking attacks with allies. As well as the 
Mounted Combat feat, you should choose feats and 
powers that increase your ability to move around 
opponents and strike with a devastating mounted 
charge, such as Fast Runner, Fleet-Footed, Long 
Jumper, Power Attack, Powerful Charge, Spear Push, 
and Swift Rider (see below). 

The history of the Valenar is one of warfare-the 
uprising against the giants of Xen’drik, clashes with 
the Dhakaani goblins when they arrived on Khor- 
vaire, fighting for (and against) Cyre during the Last 
War, constant skirmishes with Karrnathi forces and 
the horrors of the Mournland since the end of the 
war. Even during times when they have no exter¬ 
nal threats against which to prove themselves, the 
warclans fight among themselves for honor and pres¬ 


tige. This warfare is a product of the Valenar belief 
that their ancestors live on through the deeds done by 
their descendants in the current age. A Valenar who 
is truly worthy can become infused with the spirit of 
his or her patron ancestor to transform into a living 
avatar who strives to perform deeds worthy of that 
ancestor’s memory. 

Characters who draw upon the spirits of the past 
to augment their prowess in battle should focus on 
powers of assistance and inspiration for companions. 
If not already a leader class, a leader multiclass feat is 
a good choice—typically into bard, shaman, warlord, 
or cleric—as are feats that augment your companions 
and build on abilities granted by a leader class, such 
as Ancestral Guidance, Combat Medic, Improved 
Majestic Word, Inspired Recovery, and Spirit 
Speaker. 

Although the three aspects above are the main pil¬ 
lars of Valenar warfare, they are not the totality of the 
tactics and abilities employed by their warriors. They 
make heavy use of arcane, primal, and divine magic. 
At least one wizard, sorcerer, bard, druid, shaman, 
invoker, or cleric accompanies a warband and seam¬ 
lessly blends his or her mastery of magic with that of 
his or her clan’s mastery of blade, beast, and bow. 

FEATS 

Heroic Tier Feats 

Light-Eooted Warrior. 

Prerequisite: Elf, fighter 

Benefit: When you use a fighter attack power 
that allows you to move, you ignore difficult terrain 
during that movement. 


VALENAR FEATS 


To increase utility for all campaigns, most of the 
feats in this article are not restricted to Valenar 
characters. Dungeon Masters running an Eber- 
ron® campaign could include an additional 
prerequisite of Valenar background for any or all 
the options in this article, since these abilities are 
not typically found among the elves of Aerenal. 


Roar of the Ancestors 

Prerequisite: Elf, barbarian, trained in 
Intimidate 

Benefit: When you hit an enemy with a barbarian 
fear attack power, you can push the target 1 square in 
addition to any effects of the attack. 

Valenar Rider Training 

Prerequisite: Elf 

Benefit: You gain proficiency with all simple and 
military spears, plus a +2 feat bonus to damage rolls 
with shortbows and all simple and military spears 
while you are riding a mount. The bonus increases to 
+3 at 11th level and +4 at 21st level. 

In addition, you can use your elven accuracy racial 
power to reroll an attack roll your mount makes. 

Valenar Weapon Training 

Prerequisite: Elf 

Benefit: You gain proficiency and a +2 feat bonus 
to damage rolls with scimitars, double scimitars, and 
falchions. The bonus increases to +3 at 11th level and 
+4 at 21st level. 


March 2010 | DRAGON 38S 








Winning Races.- Elves 


Valenar Weapon Warding 

Prerequisite: Elf, swordmage, Swordmage Ward¬ 
ing class feature 

Benefit: You increase the AC bonus provided by 
your Swordmage Warding to +2 while you are wield¬ 
ing a double scimitar or a falchion. 

Wild Grasp 

Prerequisite: Elf warden, warden’s grasp class fea¬ 
ture 

Benefit: When you use warden’s grasp, you can 
pull the target 3 squares instead of sliding it. If the 
target is a giant or goblin, the target is also slowed 
until the end of its next turn. 

Word oe the Ancestors 

Prerequisite: Elf, warlord, inspiring word class fea- 

Benefit: When you use inspiring word, the target 
regains additional hit points equal to your Intelli¬ 
gence modifier. 


TRADITIONAL ENEMIES 

In Eberron, the traditional enemies fought by 
the ancestors of the Valenar elves are the giants 
of Xen’drik and the Dhakaani goblinoids. These 
enemies are reflected in the Keeper of the Past 
paragon path. A Dungeon Master wishing to use 
this material in other campaign settings could 
change these traditional enemy types to crea¬ 
tures with other keywords and origins. 


Paragon Tier Feats 

Ancestral Battle Accuracy 

Prerequisite: 11th level, elf 
Benefit: You can use your elven accuracy racial 
power to reroll the attack rolls of a single close or area 
weapon attack power against every target you choose 
while wielding a scimitar, double scimitar, falchion, 
shortbow or spear. 

Elven Resilience 

Prerequisite: 11th level, elf 
Benefit: When you use your elven accuracy racial 
power to reroll an attack roll and hit, you gain a +2 
bonus to Will and saving throws until the start of 
your next turn. 

Swiet Rider 

Prerequisite: 11th level, elf, Mounted Combat feat 
Benefit: You gain a +1 feat bonus to your speed 
and a +2 feat bonus to the speed of any mount you are 

VALENAR 
DERVISH STYLE 

The warriors of the Valenar fight with blinding speed 
while using a scimitar or double scimitar, and they 
do so both on and off their mounts. Their nimbleness 
is a skill learned from generations of history fighting 
lumbering giants, where a single solid blow means 
the end of a brave Valenar warrior. A Valenar warrior 
practicing this style might be confused by the unen¬ 
lightened as practicing a particularly intricate dance. 


Valenar Dervish Student 


Prerequisite: Elf, fighter or ranger, proficiency 
with scimitar or double scimitar 

Benefit: You gain a +2 feat bonus to Acrobatics 
checks. 

When you are attacking with a scimitar or a 
double scimitar and you have proficiency with that 
weapon, you also gain the following benefit. 

When you hit or miss an enemy with a power asso¬ 
ciated with this feat, you can shift 1 square. 

Associated Powers: dual strike, marauder’s rush 


Valenar Dervish Stalwart 

Prerequisite: Elf, fighter, Valenar Dervish 
Student feat 

Benefit: When you are attacking with a scimitar 
or a double scimitar and you have proficiency with 
that weapon, you gain the following two benefits. 

After resolving a martial encounter attack power, 
you can shift 2 squares, then slide one target you hit 
with that attack 2 squares to a square adjacent to you. 

When you hit an enemy with a power associated 
with this feat, instead of pushing the enemy, you 
can slide the enemy the same distance. If the power 
already allows you to slide the enemy, you can slide it 
1 additional square. 


IMl 

3rd 

Sweeping Slash 

Martial Power 2, 
page 10 

7th 

Twofold Torment 

Martial Power, 
page 12 

13th 

Scattering Swing 

Martial Power, 
page 15 

17th 

Vorpal Tornado 

Player’s Handbook, 
page 83 

23rd 

Weaponmaster’s Lure 

Martial Power, 
page 20 


rch 2010 | DRAGON 38S 












Winning Races.- Elves 


Valenar Dervish Whirlwind 

Prerequisite: Elf, ranger, Valenar Dervish Stu¬ 
dent feat 

Benefit: When you are attacking with a scimitar 
or a double scimitar and you have proficiency with 
that weapon, you the following two benefits. 

When you hit an enemy with a martial encounter 
power, you can shift 1 square to a square adjacent to 
the enemy, then push the enemy 1 square. 

When you hit an enemy with a power associated 
with this feat, you can shift 3 squares to a square adja¬ 
cent to the enemy. 


Level 

Associated 

Encounter Power 

Source 

3rd 

Leonine Surge 

Martial Power, 
page 46 

7th 

Assess and Strike 

Martial Power 2, 
page 37 

13th 

Nimble Defense 

Player’s Handbook, 
page 109 

17th 

Two-Weapon Eviscerate 

Player’s Handbook, 
page 111 

23rd 

Flickering Blades 

Martial Power 2, 
page 43 

27th 

Steel Breeze 

Martial Power 2, 
page 44 


PARAGON PATH 

Keeper oe the Past 

“My patron ancestor speaks through me, and her words do 
not bode well for you.” 

Prerequisite: Elf; bard, shaman, or warlord; must 
worship the Spirits of the Past 

At the birth of every Valenar child, a Keeper of the 
Past is present to determine the ancestor spirit des¬ 
tined to guide that individual through life. At the end 
of every Valenar life, a Keeper of the Past judges the 
deeds of the deceased and ensures that particularly 
worthy elves are immortalized in history. In this way 
the Keepers of the Past lead the Valenar from the day 
of their birth until the day of their death. No matter 
the power they wield, all Keepers worship and draw 
upon the power of revered patron ancestors, known 
collectively as the Spirits of the Past. The key differ¬ 
ence between them is not their power source so much 
as they way in which they draw upon that power. 
Shamans tend to have a personal connection with a 
patron ancestor (the shaman is often a direct descen¬ 
dant). Warlords lead by example—putting the advice 
imparted by ancestor spirits into practice on the 
battlefield. Bards inspire those around them to emu¬ 
late the greatest deeds of ancient heroes. Regardless 
of the exact means by which you do it, as a Keeper of 
the Past you commune with and channel the advice, 
guidance, and sometimes direct power of the Spirits 
of the Past. 


Keeper oe the Past 
Path Features 


Ancient Enemies (11th level): You gain a bonus 
equal to your Intelligence modifier to monster knowl¬ 
edge checks made regarding giants and goblins. You 
also gain the ability to speak, read, and write the 
Giant and Goblin languages fluently. 

Inspirational Action (11th level): When you 
spend an action point to take an extra action, each 
ally who can see and hear you gains a +4 power 
bonus to speed until the start of your next turn. 

Inspirational Practice (11th level): When you 
hit an enemy with an encounter or daily power, that 
enemy grants combat advantage until the end of your 
next turn. 

Ancestral Retribution (16th level): Whenever 
an enemy saves against an effect from one of your 
daily attack powers, that enemy takes ongoing 5 psy¬ 
chic damage (save ends). 


March 2010 | DRAGON 38S 












Winning Races.- Elves 


Keeper oe the Past 
Powers 


Retributive Strike Keeper of the Past Attack 11 


Your patron ancestor fills you with righteous anger at an op¬ 
ponent who has harmed you or an ally. 

Encounter ♦ Primal, Weapon 
Immediate Reaction Melee weapon 

Trigger: An enemy within your reach hits you or an ally 
adjacent to you 
Target: The triggering enemy 

Attack: Charisma, Strength, or Wisdom modifier vs. Will 
Hit: 1 [W] + Charisma, Strength, or Wisdom modifier damage, 
and you and your allies gain a power bonus to melee 
damage rolls against the target equal to your Intelligence 
modifier until the end of your next turn. 


Ancestral Avatar Keeper of the Past Utility 12 


You call upon one of a cabal of patron spirits for advice. 

Daily ♦ Primal 

Minor Action Personal 

Effect: Choose an ancestral spirit to channel and gain the 
bonuses associated with that ancestral spirit until the end 

Sword Patron: You gain a +2 power bonus to attack rolls 
with melee and close weapon attacks. 

Archer Patron: You gain a +2 power bonus to attack rolls 
with ranged attacks, and your ranged attacks ignore the 
-2 penalty to attack rolls from cover. 

Steed Patron: You gain a +4 power bonus to speed, and any 
ally that starts its turn within 3 squares of you gains a +4 
power bonus to speed until the end of his or her turn. 

Arcane Patron: You gain a +2 power bonus to attack rolls 
with close and area implement attacks. 

Wise Patron: You gain a +3 power bonus to skill checks. 

Sustain Minor: The effect persists. 


About the Author 

Craig hails from the far off land of kiwis, conchords, and 
large men dressed in black: New Zealand. Although he's been 
playing the Dungeons & Dragons® game for a number of 
years, this marks only his second foray into writing content 
for the game (after contributing to The Liber Beastarius from 
Eden Studios). When he isn't writing or gaming he spends his 
time watching rugby and cricket, the two most popular sports 
of his homeland. 


Storm of Keeper of the Past Attack 20 

the Ancestors 


A swirling storm of ancestral spirits buffets your enemies and 
shieldsyou and your companions from their view. 

Daily ♦ Primal, Psychic 

Standard Action Close burst 1 

Target: Each enemy in burst 

Attack: Charisma, Strength, or Wisdom + 9 vs. Will 
Hit: 4d8 + Charisma, Strength, or Wisdom modifier psychic 
damage. 

Effect: You gain concealment until the end of your next 
turn, and until the end of your next turn your allies have 
concealment while adjacent to you. 

Sustain Minor: The effect persists. 


March 2010 j DRAGON 38S 









Winning Races.* HALF 

By James Auwaerter 

Illustration by Eva Widermann 



ia assessed the battlefield as the fight 
raged on around her. The magebred 
had pushed them hard and were 
trying to pin them against the walled 
ruins. She was out of healing infusions, 
and Graven looked tapped as well. 
They needed a chance to regroup. 


“Over there!” she shouted, moving 
through a nearby doorway. Theyfollowed- 
first Graven, then Brandwin, and finally 
Jaem, who stood to bar the way. 
His eyes flashed black, and she shuddered. 

Too ready to sacrifice himself. 


“Get out of the way!” she said 
as she lifted her hand. When he 
stepped back, a pillar of lightning rose 
in front of him. 


“That’s not one of your infusions,” 
Jaem said as he took a breath and readied 
himself for the spell’s end. 


“No,” she replied, “it isn’t.” 


Elves 


Half-elves have a well-deserved reputation for their 
versatility. Just when you think you know everything 
a half-elf can do, out comes another surprise. They 
might lack the depth of knowledge that others have, 
but their breadth is unparalleled. Many have tried to 
figure out what drives them to dabble. Some human 
scholars believe that the half-elves’ proclivity to learn 
a variety of skills has something to do with their life¬ 
long health. A half-elf of 50 years remains as vital as 
a human half his or her age, while humans have to 
prepare for their bodies growing weak with age. Elves 
believe that half-elves try to fit an elven lifetime of 
experiences into a time half as short. For their part, 
half-elves ask why they should spend their lives doing 
a single thing. Even if they enjoy what they do, what’s 
to say that something else won’t be more interesting? 

Due to their dabbling, half-elves can also make 
surprising connections by integrating their knowl¬ 
edge across different fields into something that no 
one else had seen before. Half-elves take credit for 
creating the first songblades and songbows, and some 
also take credit for the first pact blades, depending on 
the general opinion on warlocks within their society. 

With their potentially broad range of abilities, 
half-elf adventurers remain a breed apart. All of them 
have a trick that they’ve picked up from another 
class, and many balance out their capabilities by 
multiclassing or hybrid classing. The most obvious 
examples of this predilection are half-elf bards, who 
can take on the role of nearly any class. The Combat 


TM & © 2010 Wizards of the Coast LLC. All rights reserved. 


March 2010 \ DRAGON 38S 



Winning Races.- Half-Elves 


Virtuoso feat allows them to take any power for their 
Dilettante racial trait and use it effectively, as well as 
make good use of the power swap multiclass feats. 

Half-elf warlocks almost multiclass within their 
class by taking powers from different pacts to gain a 
variety of effects. These warlocks can expand their 
repertoires with the Twofold Pact feat at first oppor¬ 
tunity, pledging themselves to two arcane masters for 
more power and more varied effects. Thanks to their 
race’s toughness and charm, they can make any pact 
equally well, from pledging to the fey to making deals 
with vestiges of mostly forgotten powers. 

Other classes have a harder time taking advan¬ 
tage of a half-elf’s bonuses to Charisma and 
Constitution, but many of them offer better options 
for multiclassing and also provide powers for use 
with Dilettante. Most martial classes make use of 
Strength, and many divine and primal classes use 
Wisdom for their attacks. If a half-elf becomes a bar¬ 
barian, he or she can take Righteous Brand or Wolf 
Pack Tactics as his or her power with Dilettante and 
make good use of it. 

Half-Elven Selflessness 

A half-elf’s genuine love for working with other people 
manifests in many ways. Half-elf adventurers work 
more closely with their allies than members of other 
races do. For example, each half-elf tries to find ways to 
assist his or her allies such as by showing them how to 
play off his or her specific strengths. Additionally, each 
remembers that the group has an overriding goal of 
some sort to achieve. With this goal in mind, half-elves 
frequently put a lot of their efforts into strengthening 
others so that the group as a whole can achieve a goal. 

Many half-elves learn extra languages or pick up 
tricks to communicate with other people. The act of 


learning the language provides insights into its cul¬ 
ture, and it allows a meaningful exchange of ideas 
between the half-elf and other people. With their 
natural proclivity toward diplomacy, half-elves can 
represent the group to others. 

With some of the options offered below, a half-elf 
can enhance his or her natural penchant to dabble 
with another class’s powers or expand his or her 
capacity for selflessness. 

HEROIC TIER FEATS 

Any feat in this section is available to a character of 
any level who meets the prerequisites. 

Adept Dilettante [Multiclass] 

Prerequisite: Half-elf 

Benefit: You can use your Constitution, Wisdom, 
or Charisma modifier to determine bonuses to attack 
rolls and damage rolls with the power you chose for 
your Dilettante racial trait instead of the ability modi¬ 
fier that power normally uses. 

Special: This feat counts as a class-specific mul¬ 
ticlass feat for the class from which your Dilettante 
racial trait power comes. 

Bolstering Touch 

Prerequisite: Half-elf, paladin, lay on hands power 
Benefit: When you use lay on hands on an ally, the 
target can regain hit points equal to your healing surge 
value rather than his or her own healing surge value. 

Delending Dabbler 

Prerequisite: Half-elf 

Benefit: When you hit with the power you gained 
from your Dilettante racial trait, you can mark the 
target until the end of your next turn. 


Defensive Wrath 


Prerequisite: Half-elf, invoker, armor of wrath power 
Benefit: You can use armor of wrath when an 
enemy within 5 squares of you hits one of your allies 
with an attack. 


Eeeortless Dilettante 

Prerequisite: Half-elf, you must have chosen a 
melee attack power for your Dilettante racial trait 
Benefit: Once per encounter, you can use the 
power you chose for your Dilettante racial trait as a 
melee basic attack against a single target as a part of a 
charge or opportunity attack. 

Group Vigor 

Prerequisite: Half-elf 
Benefit: When one of your allies within 10 
squares of you spends a healing surge to regain hit 
points, he or she regains 1 additional hit point. The 
additional hit points gained increase to 2 at 11th 
level, and 3 at 21st level. 

Holy Dilettante 

Prerequisite: Half-elf, any divine class 
Benefit: Once per encounter, when you use the 
power you chose for your Dilettante racial trait, you 
can deal radiant damage with that power instead of 
its normal damage type. 

Master Communicator 

Prerequisite: Half-elf 

Benefit: You master the Comprehend Languages 
ritual. In addition, you can perform it once per day 
without paying its component cost and can use Diplo¬ 
macy in place of Arcana to perform the ritual. 


March 2010 \ DRAGON 38S 







Winning Races.- Half-Elves 


Revitalizing Dabbler 

Prerequisite: Half-elf 

Benefit: When you hit at least one target with the 
power you chose for your Dilettante racial trait, until 
the end of your next turn any creature that regains 
hit points from one of your healing powers regains 3 
extra hit points. 

Wild Dilettante 

Prerequisite: Prerequisite: Half-elf, druid, you 
must have chosen an implement power for your Dilet¬ 
tante racial trait 

Benefit: You can choose to treat the power you 
selected for your Dilettante racial trait as though it has 
the beast form keyword. 

HALF-ELF POLYMATH 

“Our greatest limits are those we impose upon ourselves.” 

Prerequisite: Half-elf 

You have a trick that none of your enemies expect you 
to have. It has come in handy time and again, making 
you wonder what other skills you might learn to fur¬ 
ther confound your foes. 

You begin by practicing your trick to make it more 
powerful and even faster to perform. Eventually, you 
realize that your allies provide instruction in a vari¬ 
ety of ways. Some might call what you do imitation, 
but that barely scratches the surface of the relation¬ 
ship you have with your allies. You can become one 
of your allies, if only for a moment, and use his or 
her power as your own. Only the choice of allies you 
keep around you limits your range of options, and 


you can take advantage of each ally’s strengths to 
defeat your common foes. 

Half-Elf Polymath 
Path Eeatures 

Dabbler Action (11th level): When you spend an 
action point and use the extra action to use the power you 
gained from your Dilettante racial trait, you can move 
your speed or shift 1 square before or after you resolve 
the extra action. 

Well-Rounded (11th level): Choose any two 
skills in which you are not trained. You become 
trained in those skills. 

Broad Dilettante (16th level): Choose a lst-level 
at-will attack power from any class that is different 
from yours. You gain that power. 

Half-Elf Polymath Powers 


Practiced Dilettante Half-Elf Polymath Attack 11 


You give your enemies a little something extra that they 
weren’t expecting. 

Encounter 

Standard Action Personal 

Effect: You use the power you gained from your Dilettante 
racial trait. If you hit, you deal 2[W] extra damage if your 
Dilettante power is a weapon attack, or 2d8 extra damage 
if it is not a weapon attack. 


Skill Dabbler _Half-Elf Polymath Utility 12 


Your diverse set of skills allows you to show amazing profi¬ 
ciency in a variety of areas occasionally. 

Daily 

Minor Action Personal 

Effect: Choose one skill in which you are not trained. Until the 
end of the encounter, you are trained in that skill. 


PREPARING INFINITE 
REFLECTIONS 

Once your character has access to infinite reflec¬ 
tions, you should consider finding out what 
power options you have available to you now. 
Before the gaming session begins, take time 
to figure out the statistics for each of these 
options so that you have them ready when it’s 
time to use those options in the game. To help 
you remember the source of those powers, 
make sure you note the character from whom 
the power comes. If a new character enters the 
party or new at-will options open up to you for 
other reasons, be sure to add those options to 
the mix, but also remove any that are no longer 
available to you. 

If you’re ever concerned about too many 
powers to choose from, you can always pick one 
ally and just use his or her at-will powers. 


Infinite Reflections Half-Elf Polymath Attack 20 


You unleash a flurry of attacks against your foes, taking the 
best tricks of your allies to use against your enemies. 

Daily ♦ Stance 
Minor Action Personal 

Effect: You assume the infinite reflections stance. Until the 
stance ends, you can use the 1 st-level at-will attack powers 
of any ally within 10 squares of you as though you knew 
that power. You use all your own statistics to determine the 
effect of that power. 


About the Author 

Jim Auwaerter hails from a small village off the coast of the 
Lugotak Sea, far to the north of the Moonsea. Please feel free 
to give feedback to him on the Wizards Community forums 
or at www.loremaster.org. Follow Jim online at www.twitter. 
com/heridfel. 


March 2010 \ DRAGON 38S 











Winning Races: 



Alchemical 
Warforged 


By Logan Bonner 

Illustration by Tyler Walpole 


r ou think I’m less alive because I had no blood at my 
creation. But I chose to gain it later, and the fact that I 
must seek the ingredients and mix it myself reminds me 
how much I should appreciate it. My alchemical blood allows me to better 
understand and relate to you meat people. 


\/ 

cr 

m rn 


The magnificent living constructs called warforged demonstrate the ingenuity 
and skill of the races of the world. Their presence inspires more ingenuity, driving 
crofters to tinker with the magical and physical details of new warforged they create. 
The warforged themselves (at least, ones with arcane knowledge) are equally likely to 
improve themselves, making modifications they believe will best suit them. 

The warforged who experiment with grafting volatile alchemical 
components into their bodies must be willing to risk great danger. 

A compound could limit the warforged alchemist’s control over his or her 
own limbs, create unforeseen side effects, or explode and damage the body. 
Only those who are certain of their arcane skills (or those of the person altering 
the components) dare become alchemical warforged. 


March 2010 \ DRAGON 38S 



Winning Races.- Warforged 


THE CREATED 
AND THE CREATORS 

Those who were created initially with alchemical 
components might choose not to develop any greater 
understanding. They use an alchemical heart or alchemi¬ 
cal atomizer to best effect and have someone more 
knowledgeable maintain the devices as necessary. 
Others become fascinated with their special modifi¬ 
cations and learn about alchemy. They’re frequently 
drawn to the study of arcane magic and might modify 
their bodies in other ways. Warforged who weren’t 
created with alchemical components might add them 
later in their lives, though this poses special risks. 

The alchemical ingredients alter a warforged’s per¬ 
ception. Many alchemical warforged say they can “feel 


ALCHEMICAL WARFORGED 
IN EBERRON 

The first warforged to incorporate alchemical 
substances into their bodies came out of the 
Cannith forgeholds in the final few years of the 
Last War. They were the brainchild of Torrit 
D’Cannith, an inventor who lamented being 
born without the Mark of Making and who 
sought a new way to get ahead. Just when he 
was finally gaining recognition, the war ended 
and he chose to desert his house, taking a loyal 
alchemical warforged name Function with him. 

These details aren’t well-known, but war¬ 
forged across Eberron swap tall tales of a strange 
living construct bristling with glowing vials that 
contain peculiar powders and oils. The signifi¬ 
cance of this invention is not lost on the Lord of 
Blades, who seeks to create his own alchemy¬ 
using elite troops. 


their vials ache” in the presence of magic or feel a sizzle 
when they touch substances that react oddly with their 
alchemical components. Ordinary warforged feel fewer 
physical sensations, so alchemical warforged find they 
can relate to the aches and pains of flesh-and-blood 
creatures better than their more mechanical kindred. 

Alchemical warforged suffer more deterioration 
over time than other warforged, as compounds break 
down or strenuous activity causes liquids to leak. If the 
warforged or one of its allies knows alchemy well, he 
or she can maintain and repair the alchemical com¬ 
ponents easily. But some warforged don’t know their 
creators and are left without anyone to oversee then- 
repair. In extreme cases, other alchemists can’t dupli¬ 
cate the esoteric formulas a particular creator used. 

An alchemical warforged might need to find his or her 
creator-no easy task-to survive. 

The Reforging Process 

To add alchemical components, a warforged must disas¬ 
semble parts of his or her body-often vital pieces-and 
then incorporate the alchemical substances or devices 
before putting his or her body parts back together. 
Unlike the simple mechanical procedure of attaching 
an armblade or the slightly more complicated process 
of adding armor plates, alchemical additions require 
a deeper knowledge of the magical processes that ani¬ 
mate warforged and give them their peculiar breed of 
“life.” If attaching an armblade is like fastening a hook 
to the stump where a human’s hand was hacked off, 
adding alchemical blood is akin to tearing up layers of 
muscle, bonding powders and vines to the bone, then 
putting the flesh back intact. (The feats listed below 
represent the most invasive alterations; the warforged 
components require less rebuilding.) 

Alchemical components can be conspicuous or 
well-hidden. Rarely do alchemical blood and other 


permanent alterations show any visible signs of their 
presence, though specific substances might glow from 
between the body’s fibrous bundles or exude distinc¬ 
tive scents. Fire- or cold-based substances typically 
heat or chill the warforged’s body. 


ALCHEMICAL WARFORGED 
BACKGROUNDS 

The following backgrounds can inform the backstory 
of a warforged who uses alchemy. 

Experimental Prototype: Legions of warforged 
rolled out from the creation forges, built to be ultimate 
soldiers. But the creators constantly made improve¬ 
ments and tried new techniques. You’re one of the 
successful experiments—bom of iron and alchemy, 
destined for greater things than your rank-and-file kin. 
The resources poured into your creation make you 
unique, and you find it difficult not to consider yourself 
greater than your peers. Do you still work for those 
who created you, or have you escaped their control? 

Has your superiority made you arrogant, or do you see 
a duty to use your gifts to help others? Were there any 
errors in your form that still cause problems? 

Associated Skills: Athletics, Endurance 

Incomplete Creation: You never emerged intact 
from the creation forges like the others of your race. 

No, your “birth” was a fluke, and you were far from 
complete. Since your awakening, you’ve had to piece 
together the rest of your body from whatever you 
could find, using any techniques at your disposal. The 
alchemical substances you developed keep you alive 
and complete you, but they’re mere patches, inferior to 
a complete original body. Was your creation forge shut 
down or destroyed before your completion? Did an 


March 2010 \ DRAGON 38S 









Winning Races.- Warforged 


accident awaken your consciousness, or did someone 
bring your incomplete body to life for a purpose? Do you 
consider the life you were granted a blessing or a curse? 
Associated Skills: Arcana, Endurance 
Self-Improvement Expert: When your joints 
squeak or a connecting fiber tears, you could fix it easily. 
But why not replace it with something better? You’re 
lucky to be a warforged. Creatures of flesh can’t make 
the same upgrades you can. Your body has few original 
parts left—and good riddance! Does your fascination 
with modifying your body drive you to create homun¬ 
culi or other constructs as well? If a new part becomes 
available, do you try it out though it might be dangerous? 
Associated Skills: Arcana, Thievery 

FEATS 

Most of these feats represent ways in which your body 
is constructed to include alchemical components. 

Heroic Tier Feats 

Any feat in this section is available to a character of any 
level who meets the prerequisites. 

Alchemical Affinity 

Prerequisite: Warforged 

Benefit: Once per attack when you hit an enemy 
using a consumable alchemical item attack power, you 
gain temporary hit points equal to your Constitution 
modifier. 

Alchemical Blood 

Prerequisite: Warforged 
Benefit: Choose a damage type-acid, cold, fire, 
lightning, necrotic, poison, or thunder. When you use an 


attack power or alchemical item attack power with that 
keyword, you gain a +1 feat bonus to the damage roll. The 
bonus increases to +2 at 11th level and to +3 at 21st level. 

While you have any temporary hit points, you gain 
an additional +1 bonus to your damage rolls with 
alchemical item attack powers. 

WARFORGED 

COMPONENTS 


Alchemical Atomizer Level 8 


This embedded storage chamber in your hands infusesyour 
weapon with alchemical power when you make an attack. 

Item Slot: Hands (embedded component) 3,400 gp 

Requirement: You must have the living construct racial trait to 
use this item. 

Property: You can stow one alchemical item that can be 

applied to a weapon (such as alchemical silver or inferno oil) 
within the alchemical atomizer. 

Power (At-Will): Free Action. Use this power when you make 
a weapon attack. Use the alchemical item stowed in the 
alchemical atomizer on the weapon you are holding. (This 
consumes the item as usual). 


Alchemical Defense Nodes Level 5+ 


Several slots melded to your surface can hold alchemical ma¬ 
terials. The latent energy in the alchemical item suffuses the 
armor, providing protection against similar effects. 

Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp 

Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp 

Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp 

Armor: Chain, scale, plate (attached component) 

Requirement: You must have the living construct racial trait to 
use this item. 

Enhancement: AC 

Property: You can stow up to three consumable alchemical 
items within this armor. 

Property: At the end of an extended rest, choose one 

consumable alchemical item stowed within this armor; this 
item must be no more than 5 levels lower than the level 


of this armor. If that item has an attack power with the 
acid, cold, fire, lightning, or poison keyword, until you take 
another extended rest you gain resist 5 damage against 
that damage type. If the item’s power has more than one of 
these keywords, you gain resistance to each type. 

Level 15: Resist 10. 

Level 25: Resist 15. 


Alchemical Failsafe Level 6+ 


When you become too battered to continue fighting at full 
strength, this launcher located in your abdomen automatically 
triggers an alchemical item. 

Lvl 6 1,800 gp Lvl 26 1,125,000 gp 

Lvl 16 45,000 gp 

Item Slot: Waist (embedded component) 

Requirement: You must have the living construct racial trait to 
use this item. 

Property: You can stow one consumable alchemical item 
within this item. 

Power (At-Will): When you use your second wind, if you have 
a consumable alchemical item stowed that is 10th level or 
lower, you can use the stowed item as a part of the same 
action without having to draw it or spend an action to use it. 
Level 16: You can use the at-will power with alchemical 
items of 20th level or lower. 

Level 26: You can use the at-will power with any 
alchemical item. 


1 Alchemical Launcher 

Level 5 1 

This springloaded armpiecefires alchemical iten 
accuracy and without exposing you to attack. 

ts with great 

Item Slot: Arm (attached component) 


1,000 gp 



Requirement: You must have the living construct racial trait to 
use this item. 

Property: You gain a +1 item bonus to attack rolls with 
consumable alchemical item powers, and you don’t 
provoke opportunity attacks for making ranged or area 
attacks with alchemical items. 

About the Author 

Logan Bonner designed and edited 4th Edition products at 
Wizards of the Coast until 2009. He now lives in the Seattle 
area and works as a freelance game designer, writer, and 


March 2010 \ DRAGON 385 












Channel Divinity: 

Moradin’s Faithful 



By Michael W. Haneline 

Illustration by Mike Faille 


w 


* ith his hammer and his pick, Moradin struck the primordial 
earth and formed mountains. With his hammer and the Soulforge, 
he fashioned the firstborn dwarves from bedrock, iron, and diamonds. 
With his hammer and his tenacity, he struck down each primordial 
that would think to destroy his creations. And so, the dwarves, humans, 
and other people of the world were inspired. They learned the value 
of patience, stoicism, loyalty, and honor. They discovered mining, 
smithing, and the crafts of the artisan. The creations became creators, 
and Moradin was pleased. 


March 2010 | DRAGON 38S 





Channel Divinity.- Moradin's Faithful 


Cleric Prayer 


Avenger Prayers 


The fires of the Soulforge flare to life inside you. 

The more your enemies try to quench them, the brighter 
those flames bum. 


This article offers advice and new rules for player 
characters who choose Moradin as a divine patron. A 
character who serves Moradin joins the ranks of iron- 
willed dwarves, humans, and others who embrace 
the virtues of stoicism, patience, loyalty, and honor, 
and who understand the importance of lasting cre¬ 
ation. 

SERVING MORADIN 

First and foremost, Moradin is the god of creation. 

As such, Moradin is best served whenever a work is 
completed, whether that work is a dwarven cragham- 
mer, an eladrin lord’s bejeweled crown, or a halfling’s 
sturdy riverboat. He is likewise honored by the making 
of less tangible (but nonetheless enduring) creations, 
such as a prosperous nation or a close-knit family. 

Many of Moradin’s most ardent followers fall into 
three categories: the faithful Sonnlinor, the brave 
Kuldar, and the tireless Nalauk. 

The Sonnlinor 

A sect of the most devout of Moradin’s clergy are 
called the Sonnlinor, which roughly translates as 
“those who work stone.” They teach the virtues of 
patience, stoicism, loyalty, and honor through their 
words and deeds. They serve not just communities 
of dwarves, but of humans, dragonborn, and many 
others. The Sonnlinor patiently train apprentices in 
the arts of smithing and stonecutting, offer loyal coun¬ 
sel in times of distress, and stoically protect the people 
of their communities against the direst threats. 

In their constant struggles against powerful foes, 
the Sonnlinor have been inspired with a special 
prayer for those whose faith is greater than their 
stature. 


Hammer Cleric Attack 1 


Your weapon is guided by your faith to strike true and weaken 
your enemy’s zeal. 

At-Will ♦ Divine, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Wisdom vs. AC. 

Hit: 1 [W] + Wisdom modifier damage. The next attack the tar¬ 
get makes before the end of your next turn takes a penalty 
to the damage roll equal to your Charisma modifier. 

Level 21: 2[W] + Wisdom modifier damage. 

Special: This power can be used as a melee basic attack. 


Kuldar literally means “axe-cutter,” but the term 
is used for different kinds of heroes who fight in 
Moradin’s name—from those who wade into the fray 
with axe or hammer, to those who fire away with 
bow or wand. The Kuldar includes orders of warriors 
who worship Moradin, from the elite Hammers of 
Moradin to the sacred Soulforged knighthood. 

Some of the fiercest Kuldar come from the Dawn 
Forge monastery, hidden away in the mountains 
beyond Hammerfast. These zealous avengers temper 
both weapons and souls in astral fire, and they eter¬ 
nally carry out the fight against giants and titans that 
has waged since the Primordial War. Their most elite 
members have perfected divine attack forms that 
draw inspiration from the works of Moradin. 


Daily ♦ Divine, Stance, Weapon 
Minor Action Personal 

Effect: Until the stance ends, you regain hit points equal to 
your Dexterity or Intelligence modifier each time you hit an 
enemy with an attack. Additionally, until the stance ends 
you can make the following at-will attack: 

Immediate Interrupt Melee 1 

Trigger: You are bloodied or reduced to 0 hit points by an 

enemy’s attack 

Target: The triggering enemy 

Attack: Wisdom vs. AC 

Hit: 1 [W] + Wisdom modifier damage and ongoing 
5 damage (save ends). 

■ lllliLlllUiillillilMTTTTnrfffflfl 

Like Moradin working the Soulforge, you scorch your enemy 
with astral fire as you hammer at him relentlessly. 

Encounter ♦ Divine, Fire, Radiant, Weapon 

Standard Action Melee weapon 

Target: One creature 

Attack: Wisdom vs. AC 

Hit: 1 [W] fire and radiant damage. 

Effect: Once per turn until the end of your next turn, you 
repeat this attack against the target of this power as a 
minor action. Additionally, until the end of your next turn, 
your melee attacks deal extra radiant and fire damage 
equal to your Dexterity or Intelligence modifiers. 


The Kuldar 


March 2010 \ DRAGON 38S 














Channel Divinity.- Moradin's Faithful 


The Nalauk 

Moradin smiles most upon the Nalauk, the “ever- 
toiling,” who spend their lives crafting and mining. 
Without such honest workers, civilization would 
crumble. In their guts burn the fires of the Soulforge, 
driving them to work tenaciously, to build, or to 
gather so others might build more. Though they are 
not gifted with great spiritual powers, the Nalauk are 
the center of the Moradin worship in any community 
that reveres the deity. The most important duty of 
the Kuldar is to protect the Nalauk and their cre¬ 
ations, and the most sacred duty of the Sonnlinor is to 
mentor and guide each generation of these laymen. 

CHARACTER OPTIONS 

Those who devote themselves to Moradin have an 
assortment of character options that reflect the vir¬ 
tues of the Sonnlinor and set them apart from those 
of other faiths. 

SOULFORGED 

“I have been tempered by the white flames of the Soulforge 
itself I will not break!” 

Prerequisite: Must worship Moradin and have 
the Moradin’s resolve Channel Divinity power 
Millennia ago, when the dwarves fought for their free¬ 
dom from the giants, a pair of champions arose. Twin 
brothers Gildur and Toris Irontop fought fiercely and 
bravely, crying out to Moradin with each victory. They 
seemed unstoppable . . . until they came up against 
Durandus, “the Iron King.” Their axes could not nick 
his stony hide, and their hammers cracked against 
him. In the end, Gildur fled into the mountains with 
his grievously wounded brother on his back, praying 
to Moradin for guidance. 


That night, both brothers had a vision of when 
Moradin first forged the dwarves from iron, bed¬ 
rock, and diamonds. Each gained understanding 
of the Soulforge’s power; Toris used its white fire to 
strengthen his body and soul, and Gildur used it to 
forge a hammer that could smash through iron like 
glass. When they battled Durandus a second time, 
both of their weapons glowed white with the heat of 
the Forge, burning, cutting, and crushing Durandus 
until he was no more. 

After their victory, the brothers gathered the most 
pious followers of Moradin and taught them what 
they had learned. These devotees formed the first 
generation of the Soulforged knighthood, which has 
spent thousands of years mastering the white fire, 
and using it to protect Moradin’s followers. 

Soulforged Paragon Path Features 

Reforged Action (11th level): When you spend 
an action point, you regain use of Channel Divinity 
or one divine encounter attack power of 11th level or 
lower. 

Weapon of the Dwarf-Father (11th level): You 

gain the weapon of the dwarf-father power. 


Weapon of Soulforged Feature 11 

the Dwarf-Father 


Your weapon glows with the power of Moradin’s forge. 

At-Will ♦ Divine, Fire, Radiant 
Minor Action Melee touch 
Target: One weapon you are holding 

Effect: Weapon attacks made with the target weapon deal fire 
and radiant damage instead of their normal damage types. 
Additionally, the weapon emits bright light in all squares 
within 15 squares of you. This effect lasts until you end it as 
a free action or until you end your turn and are not holding 
the target weapon. 


Foe Hammer (16th level): If you use Moradin’s 
resolve with an attack that uses the weapon under the 
effects of your the weapon of the dwarf-father power, 
you also deal ldlO extra radiant and fire damage 
with that weapon until the end of your next turn. 

If the attack scores a critical hit, the target is also 
stunned until the end of your next turn. 


Soulforged Prayers 



Your weapon glows bright with the heat of the Soulforge. It 
hurtles into one enemy, and then releases a searing blast of 
celestialfire. 

Encounter ♦ Divine, Fire, Radiant, Weapon 
Standard Action Melee or Ranged weapon 

Primary Target: One creature 
Primary Attack: Wisdom vs. AC. 

Flit: 2[W] + Wisdom modifier fire and radiant damage. 
Effect: Make a secondary attack. 

Secondary Target: Each enemy within 3 squares of the 
primary target. 

Secondary Attack: Wisdom vs. Fortitude 

Hit: 1 d8 + Wisdom modifier fire and radiant damage, 

and the secondary target is dazed until the end of your 


Tempered Soulforged Utility 12 


Like adamantine forged in the Soulforge, you are unbreakable. 

Encounter ♦ Divine 

Immediate Interrupt Personal 

Trigger: You are hit by an attack 

Effect: You gain a +4 power bonus to Fortitude and Will until 
the end of your next turn, and a +5 power bonus to your 
next saving throw made before the end of the encounter. 


March 2010 \ DRAGON 38S 










Channel Divinity.- Moradin's Faithful 


Soul of the Dwarf-Father Soulforged Attack 20 


You call out to Moradin, praying for his greatest blessings. 

Your body and weapon glow with astral light that sears your 
enemies and drives them back. 

Daily ♦ Divine, Fire, Radiant, Weapon 
Standard Action Melee or Ranged weapon 

Target: One creature 
Attack: Wisdom vs. AC. 

Hit: 2[W] + Wisdom modifier fire and radiant damage. 

Miss: Half damage. 

Effect: Until the end of the encounter, your attacks deal 
extra fire and radiant damage equal to your Wisdom 
modifier, and enemies treat all squares adjacent to you 
as difficult terrain. 

HEROIC TIER FEATS 

Any feat in this section is available to a character of 
any level who meets the prerequisites. 

Fortifying Word 

Prerequisite: Cleric, healing word class feature 
Benefit: Targets of your healing word also gain a 
+4 power bonus to Fortitude and to saving throws 
against poison until the end of your next turn. 

Pupil of the All-Father 

Prerequisite: Any divine class, must worship 
Moradin 

Benefit: You have mastered the Enchant Magic 
Item and Make Whole rituals, and can perform them 
without a ritual book. 

When using Enchant Magic Item to enchant weap¬ 
ons or armor, you perform the ritual as if you were 
four levels higher. 

Once per day, you can perform the Make Whole 
ritual without expending components, as long as the 
component cost would have been 100 gp or fewer. 


Shared Vitality 

Prerequisite: Any divine class, must worship 
Moradin 

Benefit: When you use your second wind, you 
can choose to regain no hit points, but allow an ally 
within 5 squares of you to regain hit points equal to 
your healing surge value. 

Stone Cunning 

Prerequisite: Dwarf or must worship Moradin 
Benefit: You gain a +2 feat bonus to Dungeoneer- 
ing checks and a +2 bonus to any skill check made to 
detect a trap, hazard, or secret door. 

Symbol of the Sonnlinor 

Prerequisite: Any divine class, must worship 
Moradin 

Benefit: You gain proficiency with all military 
hammers, axes, and picks, and you can use any 
hammer, axe, or pick you wield and are proficient 
with as an implement for any divine power you use. 


MAGIC ITEMS 


■HUH 


| Avalanche Boots 

Level 10 


These heavy leather boots are covered in thick rock dust, and 
will not clean off no matter how well they are scrubbed. 

Lvl 10 5000 gp 

Item Slot: Feet 

Property: Whenever you hit with an attack that pushes a 
target, you push the target 1 extra square. 

Property: After charging, you can shift 1 square before your 


Belt of 

Level 6+ 

Sonnlinor Righteousness 



This iron-plated belt was first crafted by the Sonnlinor to pro¬ 
tect against the underhanded tactics of goblins and giants. 

Lvl 6 1,800 gp Lvl 26 1,125,000 

Lvl 16 45,000 gp 

Item Slot: Waist 

Property: You gain resist 10 to all damage when you have 
0 hit points or fewer. 

Level 16: Resist 20. 

Level 26: Resist 30. 

Power (Daily): No Action. Trigger: An attack reduces you to 
0 hit points or fewer. Effect: The triggering attacker takes 
damage equal to the damage you took from the triggering 
attack. 


1 Dwarven Thrower 

Level 2+ 1 

The weighted haft of this mithral weapon i< 

; engraved with 

images of giants being struck down by dwarven throwing 

hammers. 



Lvl 2 +1 520 gp Lvl 17 +4 65,000 

Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 

Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 

Weapon: Hammer, axe 
Enhancement: Attack rolls and damage rolls 
Critical: +1 d6 damage per plus 

Property: This weapon can be used as a heavy thrown weapon 
with a range of 6/12. 

Power (Daily): Free Action. Trigger: You hit a Large or larger 
creature with an attack using this weapon. Effect You deal 
2 extra damage per plus of the weapon. 


About the Author 

Michael Haneline started playing D&D® when he was eight 
years old, when he and his best friend found an original D&D 
Basic boxed set at a local garage sale. He has been playing, 
DMing, and designing ever since. This is his first Dragon® 
article, and he’d like to thank his friends Dan, Justin, Jessica, 
Genevieve, and Tex for their support. 


March 2010 j DRAGON 385 












Channel Divinity: Ioun 



By Andrew Schneider 

Illustration by Tyler Jacobson 


Overlooking the crystal clear ocean of the Feywild stands a towering lighthouse, its 
beacon illuminating the path to safe harbor. Straddling a bleak desert crossroads in the 
Shadowfell, a caravanserai sends light onto the night sands, welcoming any who cross 
her threshold in peace. Far beneath the earth, hidden among the labyrinthine halls 
of a dragon ossuary, an obsidian archway opens onto a lively tavern. These and other 
remote structures are redoubts of the collectors, an ancient order of Ioun dedicated to 
preserving knowledge in preparation of coming darkness. 


March 2010 | DRAGON 38S 



Channel Divinity.- Ioun 


The Collectors were founded in the heyday of the 
human kingdom of Nerath. They had a strong pres¬ 
ence in every city of appreciable size, maintaining 
great libraries and archives, and facilitating free and 
open access to new discoveries and research. The 
order was nearly destroyed in the chaos surrounding 
the fall of Nerath, and their collections were lost to 
the winds. 

The surviving collectors—mostly field agents oper¬ 
ating far from the oversight and knowledge of the 
order’s central administration—held a conclave in the 
charred ruins of the Imperial library. Sifting through 
remembered histories and prophecy to understand 
how everything had gone so wrong, the collectors 
came to one, devastating conclusion: Nerath was no 
accident. They came to believe that an unknown force 
had manipulated events to their disastrous outcome, 
and that this was not the first time such events had 
transpired. 

The Collectors splintered into three distinct 
branches: the chroniclers, the excavators, and the 
seekers. The chroniclers would travel the world, seek¬ 
ing out geniuses, experts, and prophets to record their 
thoughts and ideas, and preserve them for future 
generations. The excavators were to brave dangerous 
ruins, recovering valuable artifacts for study and use 
against the force they came to call, simple, the Enemy. 
The seekers vowed to undertake the most danger¬ 
ous task of all: Ferret out the identity of the Enemy, 
and strike before it could strike against knowledge 
and civilization once more. Each branch founded 
a remote, fortified outpost and began rebuilding, 
promising to meet and share their findings once each 
decade. 

Fifty years ago, the seekers never arrived at the 
meeting, and haven’t been heard from since. Further¬ 


more, teams sent to investigate their headquarters 
deep beneath the ruins of the Imperial library never 
returned. The remaining branches quickly estab¬ 
lished a bevy of smaller redoubts, began actively 
recruiting new members, and spread their knowledge 
far and wide, so that if and when the Enemy next 
strikes, some would survive. At the same time, the 
order’s curators have begun carefully reconstructing 
existing seeker data, following their footsteps to the 
edge of oblivion. 

Be it dedicated to the excavators or the chroniclers, 
a Collector redoubt is open to travelers and pilgrims, 
and the collectors on duty take great pains to aid visi¬ 
tors. For a nominal donation, they provide reference 
and copying services, as well as classes in the analy¬ 
sis, manufacture, and repair of ancient magic. On 
occasion, they even lend out pieces of their collection 
to worthy and persuasive heroes, with a team stand¬ 
ing by ready to retrieve the borrowed artifact should 
those heroes fail or renege on their promise. 


GAINING AND USING 
A SKILL POWER 


(Reprinted from Player’s Handbook 3, page 164) 
You can gain and use only the skill powers asso¬ 
ciated with your trained skills. Whenever you 
reach a level that grants you a utility power from 
your class, you can choose a skill power in place 
of a class power. The skill power you choose 
must be of the same level as or lower in level 
than the class power you would have gained. 

You can use retraining ( Player’s Handbook, 
page 28) to replace a class power with a skill 
power and vice versa, as long as the new power 
is of the same level as or lower in level than the 
replaced power. 

You cannot replace a utility power from a par¬ 
agon path or an epic destiny with a skill power. 


March 2010 | DRAGON 38S 






Channel Divinity.- Ioun 


EXCAVATOR 


In, out, and alive- that’s the excavator motto. Though you 
might share paths with tomb robbers or monster slayers, 
yours is a higher calling: knowledge. There will always be 
another artifact and another team to do the job, but noth¬ 
ing can replace what you’ve seen with your own eyes. 

—Curator Aramais 

Those seeking to find knowledge in the form of 
artifacts and treasure might be recruited by the 
Collectors to assist them in this capacity. However, 
although a job might suit you, the organization 
surrounding the job might not. The following back¬ 
ground could provide your character with a few 
interesting hooks. 

Banished from the Order: You were an exca¬ 
vator, trained by the Collectors to find a way into 
dangerous vaults and trapped tombs, recover precious 
artifacts, and escape. Unfortunately, one of your mis¬ 
sions triggered a terrible curse, and the curator of 
your chapter cast you out, unwilling to risk the curse 
falling upon the rest of the order. What is the nature 
of your curse? Do you seek a cure, or are you resigned 
to live with the consequences? What artifact cursed 
you? Do you have it still, or is it in the hands of the 
Collectors? Perhaps you were part of a team prior 
to your current adventuring party. Were they also 
cursed, and if so, what happened to them? 

Associated Skills: Acrobatics, Thievery 

Associated Languages: Supernal 


Skill Powers 

It takes both luck and extraordinary skill to find a 
way in and out of ancient, guarded places. The Col¬ 
lectors train their members in esoteric techniques to 
draw on both luck and skill and unleash the result at 
just the right moment. 

You spend energy and tap into the web of magic that connects 
everything, ready to create a few temporary holes. 

Encounter 

Immediate Interrupt Personal 

Requirement: You must have at least 1 healing surge. 

Trigger: A creature uses a burst or blast power that includes 

Effect: You spend a healing surge but regain no hit points. The 
triggering burst or blast does not target you or your square. 



Drawing on pure stubbornness, you’re ready see your way 
through disaster. 


Encounter 

Minor Action Personal 

Requirement: You must have at least 1 healing surge. 

Effect: You spend a healing surge but regain no hit points. You 
make a saving throw against every effect on you that a save 



As you watch your allies, you draw upon past lessons to shout 
out a few pointers. 

Daily 

Minor Action Close burst 5 

Requirement: You must have at least 1 healing surge. 

Target: Each ally in burst 

Effect: You spend a healing surge but regain no hit points. Each 
target can regain one expended encounter utility power of 
level 10 or lower. 



As long as you survive the aftertaste, this concoction can keep 
you going on borrowed time. 

Daily 

Immediate Interrupt Personal 

Trigger: You are reduced to 0 hit points or fewer and don’t die 
Effect: Dying does not cause you to fall unconscious until the 
end of your next turn. You automatically fail a death saving 
throw if you are still dying at the end of your next turn. 
Sustain Minor: The effect persists until the end of your next 
turn, and you automatically fail a death saving throw if you 
are still dying at the end of your next turn. 


Deliverance of Faith Religion Utility 6 


You give of yourself in the belief that somewhere, something 
will give a little back. 

Encounter 

Minor Action Personal 

Effect: You spend a healing surge but regain no hit points. You 
gain temporary hit points equal to your healing surge value. 


March 2010 \ DRAGON 38S 
















Channel Divinity.- Ioun 


CHRONICLER 


To know, to learn, is to become greater thanyou are. With¬ 
out the knowledge of the past, we will never progress to a 
brighter future. 

-Curator Olivia 

Before your character started adventuring, perhaps 
he or she was a member of the Collectors, and, more 
specifically, a chronicler for them. You can use the 
following background to help integrate the Collectors 
into your character’s story. 

Too Many Secrets: You were a respected field 
agent of the Collectors, following the trail of lost 
knowledge, identifying likely ruins for later excava¬ 
tion, and wresting knowledge from those who would 
hoard or misuse it. Then you uncovered information 
that rocked the foundations of your beliefs in the 
Collectors and their mission. Unable to reconcile the 
information you found with your experiences as a 
chronicler, you resigned from the order to search for 
the truth. What did you find out about the Collectors? 
Do you reveal this information to those you meet, or 
do you hold it tight and secret against the dictates of 
Ioun? Does anyone else know what you do, and if so, 
what has happened to them? 

Associated Skills: Insight, Streetwise 

Associated Languages: Abyssal 


Skill Powers 

With their keen minds and ready access to nearly for¬ 
gotten lore, chroniclers take pride in being prepared 
for nearly any situation. 


Natural Terrain Nature Utility 6 

Understanding 


You alert your allies to hidden advantages in the nearby ter¬ 
rain, giving them an opportunity to shift the battle and defend 
them el c 




You catch an error at the last moment, correcting a mal- 
formed glyph before it can ruin your ritual. 


Daily 

Free Action Personal 

Trigger: You make a skill check to perform a ritual and dislike 
the result. 

Effect: Reroll the check with a +4 power bonus. You must use 
the second result. 


Practiced Dungeoneering Utility 16 

Mental Defense 


Your experience with unnatural mental influences has taught 
you how to snap an ally back to his or her senses-mostly-with 
a word. 

Daily 

Immediate Reaction Close burst 10 

Trigger: An effect dominates or stuns an ally within 10 squares 

Target: The triggering ally in burst 

Effect: The effect dazes the target, instead of dominating or 
stunning the target. 



Your studies in history have exposed you to a variety of lan¬ 
guages, which sometimes allows you to understand a language 
in which you aren’t fluent. 

Daily 

Free Action Personal 

Trigger: You see or hear a language you don’t understand. 
Effect: You can understand, read, speak, and write the 
triggering language until the end of the encounter. 


Encounter 

Minor Action Close burst 3 

Target: Each ally in burst 

Effect: The target gains a +2 power bonus to AC until the end 
of your next turn. In addition, the target can shift 2 squares 
as a free action. 



You call out choice verses of prophecy. The knowledge that 
destiny is on your side renews your ally’s vigor. 


Encounter 

Immediate Reaction Close burst S 

Trigger: An ally within 5 squares of you spends a healing surge 

Effect: The triggering ally gains 3d6 temporary hit points. 

Level 21: 3d12 temporary hit points. 

HEROIC TIER FEATS 


The following feats are useful for Collectors who seek 
out lost or hidden knowledge. 

Dungeon Experience 

Prerequisite: Trained in Dungeoneering 
Benefit: You can use Dungeoneering in place of 
Thievery to disable traps and open locks. 

Traveler’s Insight 

Prerequisite: Trained in Insight 
Benefit: You gain a feat bonus to Insight checks 
equal to the number of languages you know. 

About the Author 

Andrew G. Schneider always wanted to be a wizard when he 
grew up, but now instead of throwing fireballs, he makes magic 
with words. An author and freelance game designer, he also 
serves as Cormyr’s writing director for Living Forgotten Realms. 
Andrew lives in his hometown in the Washington, DC area. 


March 2010 | DRAGON 38S 
















CONFESSIONS OF A FULL-TIME WIZARD 



The Shelly Awards 


BY SHELLY MAZZANOBLE 

illustrations by William O’Conner 

I love awards season! The upsets, the rivals, the red 
carpet disses with Joan Rivers! It’s the time of year 
when we don our best threads and honor the best of 
the best of the previous year. It’s apparently also the time 
of year when cheating husbands come out of the wood¬ 
work. (Really, Jesse James? Seriously?) 

Certainly plenty went down in your D&D campaigns 
that would be worthy of an accolade. I know it’s true for 
me. So without further ado, I’d like to honor the excellent 
adventures and supporting casts who made the past year 
so memorable. 


March 2010 | DRAGON 38S 




CONFESSIONS OF A FULL-TIME WIZARD 


CATEGORY: 

Best Dungeon Master 

Sure, I’ve had other DM’s. Yes, others are willing to 
play with me, despite my reputation. Never underesti¬ 
mate the power of baked goods. 

The nominees are: 

Michael Low: Mike gets major props just for the 
Australian accent. Even hearing the words “knocked 
prone,” “23 points of damage,” and “three failed 
death saves” sounds downright pleasant with his 
down-under lilt. 

But still, Michael is responsible for the death of one 
of my most beloved and beleaguered characters: Kevin 
Rogers (more on him later). A lot of Dungeon Masters 
might take great pleasure in beating the tar out of such 
an adored character, but Michael seemed almost as 
traumatized as I was at Kevins untimely demise. 

He also designed a bitchin’ computer program 
that tracked our initiatives, conditions, bonuses, and 
weaknesses, and projected them all on a large screen. 
Perhaps I was paying more attention to the blinking 
crimson line he surrounded Kevin’s name with than 
to the crimson lines oozing out of Kevin on the play- 
mat. In either case, Michael gives new meaning to the 
phrase, “killing me softly.” Nicely done, mate. Now, 
when do you tell me it was all a bad dream? 

Bart Carroll: It was my first ever D&D game 
outside of work or a convention. It was a Saturday 
afternoon! My favorite friends were coming over! 

I had a freshly rolled up lst-level razorclaw shifter 
avenger itching for a little excitement. Not having 
DMed in months, Bart was eager to take the helm 
and run us through a single combat encounter set in 
the Chaos Scar. It was going to be a great day. 


Bart spent days prepping for the big adventure- 
almost as long as I spent prepping the dinner menu. 
And then someone had a grand idea: microbrew taste 
test. Sure! This is the Pacific Northwest. We invented 
multitasking with microbrews. 

Everyone showed up armed with dice, pencils, 
guacamole, and beer. A plethora of porters! A surplus 
of stouts! And a dazzling array of aromatic IPAs. We 
sipped and judged and rolled dice, all while trying 
to rescue a horse from a sinkhole (it broke my heart) 
while fighting off giant ants and that lunatic Pung- 
the jackass with the stupid name who screeched at us 
from atop the sinking wagon. 

And then our eladrin sorcerer developed beer 
muscles. 

“I wanna get up in Pung’s grill,” she slurred. 

“Pung’s Grill,” someone said. “I think I ate there 
once in Miami.” 

“But you’re a sorcerer,” I said. “Can’t you just chill 
out and cast a few chaos bolts?” 

“Chaos bolts are for weenies,” she answered. “This 
clown is getting a knuckle sandwich.” 

And then she burst out laughing, thinking about a 
clown named Pung. And then I got the giggles. And 
then the eladrin sorcerer’s husband lost it. And sadly 
Bart lost us all. We tried to hiccup our way through 
the encounter, but it was like our characters had 
been imbibing those several pints of microbrews. The 
warden tripped over a cobblestone when he tried to 
charge one of Pung’s believers. The rogue didn’t even 
try to dodge the giant ant’s grasping mandibles. And my 
avenger was knocked off the wagon by a minion! A 
minion! The sorcerer—forget it. When she got knocked 
prone, she vacated to the living room to watch TV. 


“Save yourselves!” she called to us. “HouseHunters 
is in Belize!” 

And that was before Bart trotted out the fell taint. 
Oh boy. 

I never did find out how the encounter ended, 
but I did discover a delicious IPA and a player with a 
shorter attention span than I have. 

New DM: Yeah, yeah, it’s no surprise New DM 
gets a nod. He should, simply for the fact that he 
hasn’t quit us yet. 

New DM does all the things I think a great DM 
should do—makes sound effects, tells interesting sto¬ 
ries, has a freaky memory not just for what happened 
in last week’s game but what happened a year ago 
(and you have no idea how often I ask him to refer¬ 
ence something). 

He’s also incredibly patient. I know I’ve said that 
before but it bears repeating. Playing D&D at work is 
not easy, because sometimes you have to work. Poor 
New DM lugs his minis and playmats and markers 
and magnetic nametags to the Lost Temple confer¬ 
ence room only to find out Marty is in a meeting, 
Hilary called in sick, and Kierin has to leave early. Or 
better yet, the room has been commandeered by ores. 
Or worse, upper management. Our game gets can¬ 
celed, postponed, and backburnered more times than 
I pretend that I don’t hear New DM telling me Tabitha 
took damage. And yet he still comes back, week after 
week. What does this tell you? The guy is clearly a 
couple fries short of a Happy Meal. And so are we for 
willingly following him into vacant conference rooms. 


March 2010 | DRAGON 38S 




CONFESSIONS OF A FULL-TIME WIZARD 


Chris Lindsey: The jury is still out on this guy, 
because I’ve only played two games with him at the 
helm, but his trash talking earned him a nod. Chris 
has graciously agreed to run a weekly lunchtime 
Encounters game. He and I sit right next to each other 
at the office, with nothing but a six-inch wall between 
us. Several times a day, we have conversations that go 
something like this: 

“How come you didn’t give Herteus a renown 
point for his moment of greatness?” 

“Hmm... was his moment of greatness when he 
tripped over his feet on the suspension bridge or tried 
to use send thoughts to make the table of dwarves at 
the Yawning Portal buy the party a round of drinks?” 
That was a brilliant use of send thoughts, I maintain. 
Occasionally I glance up and spy him staring into 
the great white nothingness. 

“What are you dreaming up there, buddy?” I ask. 
“Different ways to kill your character,” he answers. 
Sigh... when will I ever learn? 

And the award goes to ... 

New DM! Duh. 

CATEGORY: BEST SUPPORTING 
Characters 

I’ve realized that it’s okay to branch out once in a 
while and try a new class or race—maybe experience 
a completely new role in the party. I have also learned 
that I make a terrible fighter, despite my best efforts. 
It’s no surprise how attached I get to my characters. 
All of them. That’s why this was an especially tough 
category. But there can be only one winner. 


And the nominees are: 

Tabitha, for her role as tielfing wizard in the Wyld 
Stallyns. Surprise! Not having Tabby in this category 
would be like not nominating Meryl Streep for Best 
Actress. Tabby’s had her ups and downs. Down as in 
offering up a part of her sold to bring her beloved 
bear friend to life at the expense of her party members. 
And up as in casting flaming sphere nineteen = times 
this year and hitting every time. And selling part of 
her soul to bring her beloved bear friend to life. Come 
on, that’s pretty badass. 

Lunesto C. Crabb, for his role as razorclaw 
shifter avenger in The Big Baddies. Lunesto was a 
suave, shifty, little beast. I loved his affected accent 
and ascot-adorned self. It was noble of him to vow to 
avenge the murder ofhis brother Carlton C. Crabb, 
whom he was told died of natural causes. Lunesto 
begs to differ. One eyewitness claims he was drowned 
in a toilet bowl. 

Lunesto never found out the truth, but he did get 
pushed around by a minion and almost kicked in the 
head by a horse. And surely greatness would have 
been his if only his player had been functioning with 
a sound mind. Sorry about that, buddy. Next time 
we’ll play on a work night. 

Kevin Rogers, for his role as minotaur barbarian. 
Yes, minotaurs can be named Kevin. (Bite it, Mike 
Mearls!) Kevin had grand artistic aspirations, but 
alas, minotaurs aren’t exactly known for their sensi¬ 
tive souls. He was a poet with a penchant for sonnets 
and sunsets, but his size and clumsy strength forced 
him to take up barbarian as a day job. He never 
thrived in this career, and never was it more evident 
than when he faced off against an orium dragon in 


a playtest. Maybe it was his pacifist nature. Maybe 
it was the sun just about to set in the distance. Most 
likely it was that damn crumbling bridge. 

Whatever the reason, Kevin couldn’t bring himself 
to attack the beautiful dragon. She was a mother! 

She was protecting her young! So he took damage. 
Then he took more. And more. And then he missed 
on all three ofhis attack rolls (perhaps deliberately). 
And then he died. Quickly. And not “quickly” as in, 
“he never felt a thing.” But as in, within the first 25 
minutes. It practically took me longer to create him 
than to kill him! I was devastated, as I happen to 
love minotaurs and playing D&D for longer than 25 
minutes. Rest in peace, Kevin. I’m sure someday we’ll 
find out this was all just a bad dream. 

Herteus Maximus, for his role as tiefling psion 
in D&D Encounters. So technically his given name 
is Heretus but he prefers to go by Herteus. Why? So 
he can say things like “Bring on the Hert!” before he 
ignites his infernal wrath. 

Herteus is the kind of a guy you meet on spring 
break, and three weeks after you come home, you’re 
still talking about what a tool he was. Cocky, dicky, 
and clubby in his attire, Herteus would be more at 
home working at a Jersey Shore- style t-shirt shop than 
working the crowd at the Yawning Portal. You want 
to hate his guts. You want him to button his shirt past 
his navel. And yet he’s got the goods to back up that 
attitude. He can blow up your head just by thinking 
about it! Watching those beautiful ribbons of pain 
swirl around his opponent’s head is just too cool. Or 
maybe he’s just making you think he is. 

And the award goes to ... 

Kevin Rogers! Sorry, Meryl. The tragedies always win. 


March 2010 \ DRAGON 38S 





CONFESSIONS OF A FULL-TIME WIZARD 


CATEGORY: BEST ADVENTURE: 

Every great D&D game consists of those “OMG” 
moments strung together like the links on a chainmail 
shirt. The Wyld Stallyns have had their fair share and 
most came from these stand-out adventures. 

The nominees are: 

Keep on the Shadowfell: The other day I was 
at Target and wandered over to the patio furniture 
section. In the garden section I saw these innocuous, 
ceramic cherub statues. I screamed. I couldn’t help it. 
Every time I see those pudgy-cheeked angel babies, 
I’m reminded of those horrible Shadowfell infant stat¬ 
ues that turned an innocuous nook in the dungeon 
into a toilet bowl trap of doom. Getting beat up by 
babies-even stone statue babies-is not cool! 

It pains me to remember our time in the Keep 
on the Shadowfell, but not just because of those 
horrible statues. This is where the Wyld Stallyns 
lost a beloved party-member: Herbert Brown, a 
brave dragonborn fighter who got up and close 
and personal with a deadly portal. We should have 
known things were going to end badly when New 
DM greeted us in the Shadow Rift, our last encoun¬ 
ter, with the words “Orcus statue” and “Crimson 
streams spill from above.” 

Tabitha’s Arcana check resulted in the knowledge 
that if anyone passed through the portal, they would 
probably die instantly. And there was Herbert Brown. 
Inching toward it-drawn forth by the portal’s whis¬ 
pering lure. He went 5 squares, then 5 more. Then he 
was hit with a grasping daw that knocked him prone. 
He was only 1 square away from entering unspeak¬ 
able evil and certain death and yet the rest of the 
Wyld Stallyns weren’t close enough (or brave enough) 


to save him. Except Tabitha. (Why she was that close 
to the portal, I’ll never know.) She ran up to Herbert’s 
lifeless body and managed to carry him a safe dis¬ 
tance away. Impressive, yes, but Tabby’s heroic deeds 
proved futile as Herbert Brown failed three death 
saves in a row and died right there in Tabitha’s aching 
arms. R.I.P. Herbert, you big lug. 

Siege of Bordrin’s Watch: One thing comes to 
mind when I think of this adventure: Ores. Those 
bastards are responsible for the demise of not one, but 
two Wyld Stallyns. 

The adventure lead us to a seedy districk of 
Overlook appropriately called The Blister. Upon our 
arrival, we were greeted with a welcoming band of 
bounty hunters who ambushed us in the street. Our 
halfling warlock, Atticus was taking a beating by one 
of the human guards and decided to use his fey pact 
ability to teleport onto the roof of a tenement 20 feet 
up. Teleporting may be cool, but climbing the ladder 
that was perched next to the building in plain site 
proved just as effective. 

Poor Atticus found himself alone on the roof 
with not one, but two guards who proceeded to beat 
him unconscious. Figuring they’d loose interest 
in a comatose halfling, our healer opted to wait a 
round before coming to Atticus’s rescue. But we were 
wrong. On their next turn, one of the humans coup 
de graced Atticus! The warlock survived, but only so 
that he could be killed by the falling damage he took 
when the other guard kicked his comatose body off 
the roof... 

Was that really necessary, New DM? 


A little later, with the carcasses of several ores and 
fire beetles in our wake, we came to the Nexus—an 
eerily empty room with a stone catwalk leading a 
hundred feet above to the ceiling. It was our task to 
climb to the top and seal the Nexus. It was the job 
of the ores to stop us. To add to the fun, every round 
more ores spewed into battle from one of the six tun¬ 
nels surrounding the chamber. 

And then there was the skill challenge (and the 
fact that our paladin hated skill challenges) that 
would allow us to activate the control panel if we suc¬ 
ceeded, but bring more ores into combat if we failed. 
We succeeded, but the scalding water that gushed 
from the pipes to fill the room hardly seemed like a 
success. Most of us managed to make it to the top of 
the catwalk, damaged, bloodied, but alive. But our 
skill-check-hating paladin was lollygagging below, 
and she became the object of Tusk’s scorn. She took 
enough damage to be knocked out, but she was too 
far below the rest of the party for anyone to get back 
to her in time. The boiling water kept pouring in and 
eventually overtook her lifeless body. Dragonborn 
soup for the adventuring party’s soul. R.I.P Freya. 

Shadow Rift of Umbraforge: This is the adven¬ 
ture where I decided I would: 

A) Always hate shadar-kai 

B) Open a bed and breakfast called “The Happy 
Beggar.” This dream would be even better if I could 
find a nice retired paladin couple to run it for me. 

But this adventure certainly wasn’t about getting a 
little R&R. Quite the contrary. 

The Wyld Stallyns were hot on the trail of that 
bugger, Sarshan. And what a pleasure it would be to 


March 2010 \ DRAGON 38S 




CONFESSIONS OF A FULL-TIME WIZARD 


catch him. I fancied myself a soldier of PETA, stop¬ 
ping a madman from shaving bunnies with lavender 
scented shaving cream and squirting pheromones 
into the eyes of rats. Hey, the read-aloud text says 
Sarshan “magically augments living creatures for 
combat” in his creepy arcane tower. What sorts of 
images does that conjure in your mind? 

But it wasn’t so much Sarshan or the shadar-kai 
that were the problem. It was Sarshan’s former under¬ 
ling, Modra, and his pet death boar. Death boar\ We 
fought them both at the foundry along with a crew of 
shadowgoblins, two of whom managed to immobilize 
half the party with their snaring shot. Once immobi¬ 
lized, the death boar had its way with us, especially 
our new paladin and swordmage. And then there was 
that whole lava river thing. 

It took us three weeks to finish this encounter, but 
we did so with everyone intact and dare I say some 
valuable lessons learned about strategic combat. 

And the award goes to ... 

“Shadow Rift of Umbraforge” in honor of all the bun¬ 
nies and rats that sacrificed themselves for Sarshan’s 
empire 


Lifetime 

Achievement Award 

While it’s fun to bond with different coworkers and 
roll some dice while drinking beers on a Saturday 
afternoon, the Wyld Stallyns don’t have any competi¬ 
tion when it comes to my favorite adventuring party. 
Although we’re technically not the original cast, it’s 
the spirit of the Wyld Stallyns that were all about: A 
bit ragamuffin, a tad underdog, and a whole lotta Bad 
News Bears. I’m often shocked and amazed when we 
make it out of a dungeon alive. Sure, we may forget 
who was carrying the Ironfell signet ring that could 
have opened the portcullis without our backbreak¬ 
ing skill checks. And yes, sometimes we do rush out 
of deadly spaces without so much as a cursory glance 
around to spot the bucket of gold and level 9 magic 
item leaning against the stairwell. And oh yes, you 
know all about how the Wyld Stallyns handle the dis¬ 
tribution of magic items. 

“I guess we forgot about it,” we sheepishly tell New 
DM when he asks who the lucky recipient was. 

“You forgot to give someone in your party a level 9 
magic item?” he asks in disbelief. “That’s like forget¬ 
ting to open your Christmas presents. When they’re 
wrapped up right in front of you and labeled withyour 
name on them!” 

And yet, it’s not quite the same when I play D&D 
without them. So here’s to you, Wyld Stallyns. Please 
keep your speeches short. 

That concludes the awards portion of this column. 
May the coming year bring you many award-worthy 
adventures. Until then! 


About the Author 

Shelly Mazzanoble loves doling out awards and hopes one 
day loan Rivers will recognize her talent and ask her to co¬ 
host the Fashion Police. 


March 2010 | DRAGON 38S 




D&D PLAY REPORT 


# 


———— # 

March Madness! 

D&D Play Report 


BY CHRIS TULACH 

This month, we have three big events happening in 
Organized Play, all on the back half of the month. 
Kicking things off on March 17 is the launch of the 
first season of D&D Encounters! Right on its heels is 
the first of several D&D Game Days this year, spot¬ 
lighting the psionically-charged Player’s Handbook 
3. And finally, we close out the month with a trip to 
PAX East in Boston, where we’ll be running all the 
D&D you can play all weekend long! 

D&D Encounters 
is Almost Here! 

The exciting first season of our new Wednesday in¬ 
store D&D play experience begins on March 17 and 
runs until June 2, as players around the world get 
ready to tackle the infamous dungeon of Undermoun¬ 
tain! If you haven’t caught up on what’s going down, 
head to your local game store to ensure they’ve signed 
up to host sessions of D&D Encounters. You can 
check out the D&D Encounters website or mv column 
last month for basic program information. Make sure 
that a store near you is participating! 

Many questions have been asked about D&D 
Encounters program specifics over the past weeks, 


and with the season’s launch imminent, I’d like to 
address some of them here. If you have more ques¬ 
tions, want to leave feedback, or would like to share 
your experiences, head to the D&D Community page 
where we have an official D&D Encounters forum 
accessible to all community members. 

Q, I understand that for this season of D&D 
Encounters, I can create my own lst-level char¬ 
acter or use a pre-generated one included. What 
are the rules for creating my own character? 

A. The rules are pretty simple. To create your own 
lst-level character, follow all the instructions listed 
in the Player’s Handbook. You can select rules options 
from any player resource for your character, includ¬ 
ing the Player’s Handbook series, the Power series, 
the Player’s Guides, the Adventurer’s Vault series, and 
Dragon Magazine content. You can choose any race 
that’s received a full “PC race” write-up in any player 
book or source. So, for example, shadar-kai is OK, 
since it received a full write-up in Dragon, but kobold 
isn’t, since it hasn’t received that treatment. You start 
play with 100 gold (as normal). You might want to 
consider making your character fit in with the world 
of the Forgotten Realms, but that’s not a requirement. 


Q.. It seems that this season, you can create a 
character and then export it into Living Forgot¬ 
ten Realms. How does that work? 

A. At the end of the season, you can take your D&D 
Encounters: Undermountain character and play the 
character with all the accumulated XP and treasure 
you’ve earned in Living Forgotten Realms. When you 
finish the season, simply ensure that your character 
conforms to the most current rules for that campaign . 

Q. Can I have multiple characters? What hap¬ 
pens if I want to play a new character? 

A. You can certainly create more than one character 
for D&D Encounters, although you’ll probably want 
to play just one for most or all of the season. Since 
characters won’t advance too far in the season, you’ll 
start each character at 1st level with 0 experience 
points and track each character’s XP, gold, and trea¬ 
sure separately. Your Renown Points are earned as a 
player, not as a character, so you’ll keep accumulating 
all your Renown Points earned each week. 

Q.. Can I use RPGA Rewards cards at the table? 
A. No. The D&D Encounters play program has its 
own rewards that can be used when you earn them. 


March 2010 \ DRAGON 38S 













Q.. Tell me more about Renown Points. How do 
you earn them? 

A. Renown Points are a way to track your accomplish¬ 
ments with your character in-game and activities 
you’re engaged in outside of the game. Each session, 
you’ll earn a few points for completing an encounter 
(the primary way that you earn points). You can also 
earn points for hitting a milestone (which should 
happen roughly every 2 play sessions). All the other 
Renown Point awards are once per season. Once 
you’ve checked off that accomplishment, you’ll earn 
the listed number of points, and you can’t earn that 
award again during the season. Examples of in-game 
accomplishments include hitting a single enemy for 
15+ damage in one attack, reviving a dying adven¬ 
turer ally, and taking 50 points of enemy damage in 
a single session. Examples of out-of-game accomplish¬ 
ments include creating a character using the D&D 
Character Builder, creating a character with a Player’s 
Handbook 3 feat, and creating a character with a 
Player’s Handbook 3 class or race. Most of these awards 
can be earned at any point during the season, but 
once you’ve earned them, you’ve received that award 
and cannot receive it again. On average, a player can 
expect to earn about 3-7 points per session, but you 
could earn over 10 points in one session if you engage 
in a bunch of the Renown Point accomplishments at 
one time! 

Q. What do you get for your Renown Points? 

A. We have a few different D&D Encounters Rewards 
cards in this season’s kit. In order to receive the first 
card, called the Delver Award, you need to earn 10 
Renown Points. After the session in which you earn 
your first reward, you’ll be presented with this card. 


— f 

The next two levels of rewards-the Explorer Award 
and the Adventurer Award-are given out at the end 
of the season. You can qualify for those rewards by 
earning 30 and 50 Renown Points, respectively. 

There are a limited number of those Rewards cards 
in the kit, so your organizer will have details on how 
those cards will be awarded at the conclusion of the 
season. Want to see what the first card looks like? 
Check it out here . 

Q. I saw that you’ll be using social networking 
tools to “enhance” the play experience. What 
does that mean? 

A. We will be using Facebook, the Wizards Commu¬ 
nity site, and Twitter to make the Wednesday game 
experience even more special. Here’s how. 

Facebook: On Tuesdays, we’ll post reminders of 
the next day’s session, sometimes including a little 
teaser information. On Thursdays, we’ll let you know 
to head to the Wizards Community site for a recap of 
the past day’s action. 

Wizards Community Site: Through the D&D Com¬ 
munity page and official D&D Encounters forum , 
you’ll be able to chat about what happened this week, 
talk in-character about the session, and share your 
feedback and experiences! 

Twitter: Follow @Wizards_DnD on Twitter , bring 
your mobile device to the table, and see what comes 
up during your game session! Each hour, there’ll be 
a new tweet that might change what happens at the 
game table-perhaps giving you an in-game benefit or 
altering the environment in some way. You’ll know 
that the tweet is for D&D Encounters by its hashtag- 
#dndenc. Undermountain is a crazy and wild place. 


D&D PLAY RE POL. 

You never know what strange, latent magic still lurks 
in the mad mage Halaster’s creation! 

Come join your local game store on Wednesday 
nights beginning on March 17 for a new way adven¬ 
ture each week—one encounter at a time! 

March 20: Player’s 
Handbook 3 Game Day 

Hitting stores on March 20, the weekend after the 
first session of D&D Encounters, is the next D&D 
Game Day, celebrating the release of Player’s Hand¬ 
book 3! Last month , we gave some information and a 
little sneak preview of one of the characters. Just to 
whet your appetite, here’s the full selection of the char¬ 
acters you’ll be able to play in Beneath the Lonely Tower! 
Check out a store near you to pick up your Player’s 
Handbook 3 and participate in Game Day! 

We have several more D&D Game Days planned for 
this year, so tune in next month for more details! 


At the brand-new PAX East gaming convention 
this year in Boston, Wizards of the Coast will be on 
hand as an exhibitor and to offer all sorts of D&D 
gaming. You can even catch up on missed D&D 
Encounters sessions! Check out our schedule below, 
and head to the PAX East website for more informa¬ 
tion on the show. If you’re looking to volunteer as a 
DM, contact our head organizer, Willi Burger . We 
hope to see you there! 

Brand-New to D&D 

D&D Learn-to-Play 

Want to learn how to play D&D 4th Edition? We’ll 
teach you ah the basics and send you out on your first 



March 26-28: PAX East 


March 2010 \ DRAGON 38S 














# 


adventure! Everything is provided for you, and you 
can even keep your character. A 3-4 hour D&D 4th 
Edition play experience. 

Runs Friday 3 pm and 7 pm; Saturday 11 am, 3 
pm, and 7 pm; Sunday 11 am 

New and Experienced D&D Players 

D&D Encounters: Undermountain Session 1 
Get caught up with D&D Encounters, our newest 
official D&D 4th Edition play program. Journey to 
Undermountain, one of the most infamous dungeons 
ever created, and uncover the secrets of Halaster’s 
Lost Apprentice. D&D Encounters is a weekly, in¬ 
store mini-campaign played each Wednesday, one 
encounter at a time. If you play sessions 1 and 2 here, 
you’ll be ready to play session 3 at your local store 
next week! You can create your own lst-level charac¬ 
ter or use one of our pregenerated characters. Session 
1 is a 2-hour D&D 4th Edition play experience. 

Runs Friday 3 pm and 7 pm; Saturday 11 am, 3 
pm, and 7 pm; Sunday 11 am 

D&D Encounters: Undermountain Session 2 
This is session 2 of the D&D Encounters: Under¬ 
mountain convention special. See Session 1 for 
details. It is recommended that you play session 1 
before playing session 2. Session 2 is a 2-hour D&D 
4th Edition play experience. 

Runs Friday 5 pm and 9 pm; Saturday 1 pm, 5 pm, 
and 9 pm; Sunday 1 pm 


— f 

D&D Convention Delve: Ruins of the Spectral Glade 
The deadly woods of the Spectral Glade hold ancient 
ruins and priceless treasures. Will your hero van¬ 
quish the evil at the heart of the forest and claim its 
riches or become just one more nameless corpse? Play 
as often as you like and earn prizes! 3rd-level char¬ 
acters are provided. A 1-hour D&D 4th Edition play 
experience. 

Runs Friday 2 pm-10 pm; Saturday 10 am-10 pm; 
Sunday 10 am-2 pm 

Some D&D Experience Recommended 

D&D Dark Sun Preview: Death in the Arena 
Get special sneak peeks at the newest D&D cam¬ 
paign setting releasing this summer! A templar holds 
a relic believed to be the key to unlocking a site of 
ancient power. Can you convince an agent of the sor¬ 
cerer-king to relinquish the Seal of the Seven Winds 
without paying the ultimate price? A Dark Sun pre¬ 
view adventure set in the city-state of Tyr. lst-level 
characters are provided. A 4-hour D&D 4th Edition 
play experience. 

Runs Friday 3 pm and 7 pm; Saturday 11 am and 
3 pm; Sunday 11 am 

D&D DM Challenge: Horrors of the Underdark 
This DM Challenge is a special one-time event run¬ 
ning only at PAX East! DMs bring their best and most 
dangerous 6th-level Underdark adventures for you to 
conquer. Rate your play experience to determine the 
best adventure of the evening! 6th-level characters 
are provided. A 4-6 hour D&D 4th Edition play expe¬ 
rience. Rules and more information available here. 

Runs Saturday 7 pm 


D&D PLAY REPORT 

Other Events 

Three-Dragon Ante Tournament 
Play a few rounds of this fantastic card game using 
images from the Dungeons & Dragons game! The 
tournament winner takes home a stack of D&D 
books, and we might have some other surprises in 
store! A 4 hour play experience. 

Runs Friday 7 pm 

D&D Seminar: Save My Game! Live 
Have a rules question or a problem at your table? 
Keep the action flowing and get DM tips as we 
troubleshoot your gameplay and DMing questions. 
The Wizards staff takes on all questions and gives 
you answers! 

Runs Sunday 2:30 - 3:30 pm 
That’s all for this time! Have a great March Madness! 


March 2010 | DRAGON 38S 






AMPERSAND 



by Bill Slavicsek 


Beyond Essentials and 
Other Deep Thoughts 

I lied. I’m too busy to share any deep thoughts this 
month. But there are a few cool things I wanted to 
touch upon. In addition to some neat real-world 
events taking place this month, I also have a preview 
of our new monster stat block format and a little bit 
about how the front list is going to work after the 
Essentials products hit the market. Onward! 


This Month in Products 

We have a number of exceedingly cool products 
releasing in just a few short weeks, including Player’s 
Handbook 3 (which features the psionic power 
source), the Harrowing Halls Dungeon Tiles set (which 
includes our first 3-D dungeon pieces), and Hammer- 
fast: A Dwarven Outpost Adventure Site (a fully detailed, 
ready-to-use dwarven town built atop the ruins of an 
ancient necropolis). I’m already using each of these in 
my ongoing campaigns. 

This Month in 
the Real World 

Our newest Organized Play program, Dungeons & 
Dragons® Encounters, starts on March 17. Check the 
retailor locator to see if your FLGS has signed up for 
this amazing in-store play program. If not, persuade 
them to sign up now! Each week for the entire season, 


Ampersand 


head to your store to play in the next installment of 
the Undermountain campaign. Once the program 
begins, be sure to follow what’s happening every 
Wednesday night on Twitter. This is just the begin¬ 
ning of a great new collaboration between Organized 
Play and R&D to bring you the best D&D experiences 
ever. I’ll talk more about this in the months ahead. 

Speaking of special events, Worldwide D&D 
Game Day takes place on March 20. This time 
around, the event focuses on Player’s Handbook 3. 
Check out the D&D Events page for more details, and 
go to the retailer locator to find a location near you 
that’s participating in the event. 

If you show up at PAX East, look for us. We have a 
booth and a lot of fun things in store for players of all 

We are Monster, 

Hear Us Roar! 

We’re about to debut our newly formatted monster 
stat block. The first place you’ll see the new format is 
in the new adventure HS1: The Slaying Stone (on sale 
in May). Here are a few samples from that adventure. 
You can see that we’ve reorganized the information to 
make it easier to use and so that you can immediately 
find the details you need to run the monsters. This 
format goes into widespread use with the release of 
Monster Manual 3 in June. 



TM & © 2010 Wizards of the Coast LLC. All rights reserved. 


March 2010 \ DRAGON 38S 













AMPERSAND 




E-Books 

Did you know that many of our novels are now avail¬ 
able as e-books that you can download onto your 
favorite reading device? We’re adding more of our 
huge list of titles all the time. Check here for more 
information on this topic. 


Front List in 2011 

As I discussed last month, the Essentials line of 
products consists of 10 key products that will always 
be in stock and will form the core of the Dungeons 
& Dragons Roleplaying Game experience moving 
forward. Each product is designed to provide a more 
streamlined, more directed, and less expensive 
experience for the user. These products don’t replace 
the existing Player’s Handbook, Dungeon Master’s 
Guide, or Monster Manual. They represent a separate 
pathway into the game. These 10 key products come 
out throughout the months of September, October, 
November, and December. 

In January, 2011, our new front list products begin 
rolling out, providing expanded game options and 
materials for all players. We’re going to continue to 
use the lessons we learned from Essentials while 
applying the innovation and design we’re known for. 
You’ll see options for players that include new power 
sources, new class and race options, and even more 
universal options that work with the material you’re 
already playing with. For Dungeon Masters, options 
will include new campaign elements, new monsters, 
new tools to help plan and run the game, and more. 
These products will include our traditional formats, 
but you’ll also see new formats as well. There’s excit¬ 
ing things coming for D&D, and we’ll get more and 
more into this topic as the year progresses. 

Until next time, keep on playing! 




April 2009 | DRAGON 374